[Explosion] nickname = battledust_dummy effect = gf_battledust lifetime = 0.000000, 0.100000 process = disappear ;============================================ ; NEW CAPITAL WEAPONS ;============================================ [Motor] nickname = cap_reaction_missile_ammo_motor lifetime = 5 accel = 40 delay = 0 [Explosion] nickname = cap_reaction_missile_ammo_explosion effect = explosion_ku_large_capital lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 750 hull_damage = 675230 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = cap_reaction_missile_ammo ids_name = 460617 ids_info = 460717 explosion_arch = cap_reaction_missile_ammo_explosion hp_type = hp_gun requires_ammo = true hit_pts = 6280 one_shot_sound = fire_capship detonation_dist = 25 lifetime = 20 Motor = cap_reaction_missile_ammo_motor force_gun_ori = false const_effect = ku_torpedo01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 15000 seeker_fov_deg = 50 max_angular_velocity = 0.16 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 1830 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ids_info = 460716 loot_appearance = ammo_crate units_per_container = 5000 weapon_type = W_CapAntiHullGun ;type = LOOT [Gun] nickname = cap_reaction_missile ids_name = 460610 ids_info = 460710 DA_archetype = equipment\models\turret\rh_gunboat_gun01.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 78125 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 2620 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 80200 refire_delay = 9.30 muzzle_velocity = 350 toughness = 1 light_anim = l_gun01_flash projectile_archetype = cap_reaction_missile_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true dispersion_angle = 1.75 LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 [Motor] nickname = cap_energy_bomb_ammo_motor lifetime = 5 accel = 40 delay = 0 [Explosion] nickname = cap_energy_bomb_ammo_explosion effect = explosion_large_capital lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 1250 hull_damage = 3750 energy_damage = 182680 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = cap_energy_bomb_ammo ids_name = 460616 ids_info = 460716 explosion_arch = cap_energy_bomb_ammo_explosion hp_type = hp_gun requires_ammo = true hit_pts = 6280 one_shot_sound = fire_capship detonation_dist = 25 lifetime = 20 Motor = cap_energy_bomb_ammo_motor force_gun_ori = false const_effect = li_torpedo01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 15000 seeker_fov_deg = 50 max_angular_velocity = 0.16 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 1830 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ids_info = 460716 loot_appearance = ammo_crate units_per_container = 5000 weapon_type = W_CapAntiShieldGun ;type = LOOT [Gun] nickname = cap_energy_bomb ids_name = 460606 ids_info = 460706 DA_archetype = equipment\models\turret\rh_gunboat_gun01.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 78125 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 2620 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 80200 refire_delay = 9.30 muzzle_velocity = 350 toughness = 1 light_anim = l_gun01_flash projectile_archetype = cap_energy_bomb_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true dispersion_angle = 1.75 LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 [Explosion] nickname = cap_high_yield_torpedo_impact effect = explosion_co_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_high_yield_torpedo_ammo ids_name = 460615 ids_info = 460715 hp_type = hp_gun hit_pts = 2 loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hull_damage = 675230 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = cap_high_yield_torpedo_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_co_fighter const_effect = pi_missile01_drive weapon_type = W_CapAntiHullGun lifetime = 2.66 force_gun_ori = false mass = 1 volume = 770 [Gun] nickname = cap_high_yield_torpedo ids_name = 460608 ids_info = 460708 DA_archetype = equipment\models\turret\rh_gunboat_gun01.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 78125 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 2130 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 80200 refire_delay = 5.38 muzzle_velocity = 2750 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_high_yield_torpedo_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.75 [Explosion] nickname = seft_cap_plasma_cannon_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_plasma_cannon_ammo ids_name = 460609 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 257906 energy_damage = 19300 one_shot_sound = fire_capship explosion_arch = seft_cap_plasma_cannon_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = pi_capgun_01_proj lifetime = 3.12 force_gun_ori = false weapon_type = W_CapAntiHullGun mass = 1 volume = 0 [Gun] nickname = cap_plasma_cannon ids_name = 460609 ids_info = 460709 DA_archetype = equipment\models\turret\rh_gunboat_gun01.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 78125 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1150 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 156000 refire_delay = 6.13 muzzle_velocity = 2500 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_plasma_cannon_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.75 [Explosion] nickname = cap_energy_torpedo_impact effect = explosion_li_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_energy_torpedo_ammo ids_name = 460614 ids_info = 460714 hp_type = hp_gun hit_pts = 2 loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hull_damage = 3750 energy_damage = 223680 one_shot_sound = fire_capship explosion_arch = cap_energy_torpedo_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_li_fighter const_effect = rh_missile01_drive weapon_type = W_CapAntiShieldGun lifetime = 2.86 force_gun_ori = false mass = 1 volume = 685 [Gun] nickname = cap_energy_torpedo ids_name = 460607 ids_info = 460707 DA_archetype = equipment\models\turret\rh_gunboat_gun01.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 78125 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1795 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 193200 refire_delay = 4.88 muzzle_velocity = 3125 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_energy_torpedo_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.75 [Explosion] nickname = seft_cap_particle_cannon_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_particle_cannon_ammo ids_name = 460605 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 117230 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_cap_particle_cannon_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = ci_capgun_01_proj lifetime = 1.5 force_gun_ori = false weapon_type = W_CapAntiHullGun mass = 1 volume = 0 [Gun] nickname = cap_particle_cannon ids_name = 460605 ids_info = 460705 DA_archetype = equipment\models\capitalequipment\energy_shell.cmp material_library = equipment\models\capitalequipment\bw_br_equip.mat HP_child = HPConnect hit_pts = 64000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 275 mass = 10 hp_gun_type = hp_turret_special_6 damage_per_fire = 0 power_usage = 68000 refire_delay = 3.13 muzzle_velocity = 2500 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_particle_cannon_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.5 [Explosion] nickname = seft_cap_particle_gatling_gun_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_particle_gatling_gun_ammo ids_name = 460604 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 37230 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_cap_particle_gatling_gun_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_missile02_drive lifetime = 1.5 force_gun_ori = false weapon_type = W_CapAntiHullGun mass = 1 volume = 0 [Gun] nickname = cap_particle_gatling_gun ids_name = 460604 ids_info = 460704 DA_archetype = equipment\models\capitalequipment\energy_shell.cmp material_library = equipment\models\capitalequipment\bw_br_equip.mat HP_child = HPConnect hit_pts = 64000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 210 mass = 10 hp_gun_type = hp_turret_special_6 damage_per_fire = 0 power_usage = 13500 refire_delay = 1.46 muzzle_velocity = 2890 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_particle_gatling_gun_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.0 [Explosion] nickname = seft_cap_energy_shell_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_energy_shell_ammo ids_name = 263469 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 25000 one_shot_sound = fire_capship explosion_arch = seft_cap_energy_shell_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_capgun_01_proj lifetime = 1.5 force_gun_ori = false weapon_type = W_CapAntiShieldGun mass = 1 volume = 0 [Gun] nickname = cap_energy_shell ids_name = 460600 ids_info = 460700 DA_archetype = equipment\models\capitalequipment\energy_shell.cmp material_library = equipment\models\capitalequipment\bw_br_equip.mat HP_child = HPConnect hit_pts = 64000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 275 mass = 10 hp_gun_type = hp_turret_special_6 damage_per_fire = 0 power_usage = 86000 refire_delay = 3.88 muzzle_velocity = 2500 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_energy_shell_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.5 [Explosion] nickname = cap_high_speed_torpedo_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_high_speed_torpedo_ammo ids_name = 460602 ids_info = 460702 hp_type = hp_gun hit_pts = 2 loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hull_damage = 212000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = cap_high_speed_torpedo_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_missile01_drive weapon_type = W_CapAntiHullGun lifetime = 1.0 force_gun_ori = false mass = 1 volume = 70 [Gun] nickname = cap_high_speed_torpedo ids_name = 460601 ids_info = 460701 DA_archetype = equipment\models\capitalequipment\high_speed_torpedo.cmp material_library = equipment\models\capitalequipment\bw_rh_turret.mat HP_child = HPConnect hit_pts = 64000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 420 mass = 10 hp_gun_type = hp_turret_special_6 damage_per_fire = 0 power_usage = 23000 refire_delay = 2.7 muzzle_velocity = 3500 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_high_speed_torpedo_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 15 lootable = true LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.75 [Explosion] nickname = seft_cap_small_laser_impact effect = rh_plasma_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_small_laser_ammo ids_name = 263469 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2365 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_cap_small_laser_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_plasma_03_impact const_effect = rh_missile01_drive lifetime = 0.45 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = cap_small_laser ids_name = 460603 ids_info = 460703 DA_archetype = equipment\models\weapons\co_raildaddy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 46875 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 145 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 45000 refire_delay = 2.23 muzzle_velocity = 10000 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_small_laser_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true LODranges = 0, 20, 60, 250 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_cap_point_defense_gun effect = ku_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = cap_point_defense_gun_ammo ids_name = 460611 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 336 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_cap_point_defense_gun ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_capgun_01_impact const_effect = ku_neutron_01_proj lifetime = 0.95 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = cap_point_defense_gun ids_name = 460611 ids_info = 460711 DA_archetype = equipment\models\weapons\ku_auto_tesla.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 46875 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 145 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 1550 refire_delay = 0.125 muzzle_velocity = 3500 toughness = 1 flash_particle_name = ku_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_point_defense_gun_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true dispersion_angle = 1.0 LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 [Motor] nickname = cap_offensive_flak_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = cap_offensive_flak_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1215 energy_damage = 0 impulse = 0 [Munition] nickname = cap_offensive_flak_ammo ids_name = 460618 ids_info = 460713 explosion_arch = cap_offensive_flak_explosion hp_type = hp_gun requires_ammo = true hit_pts = 46875 one_shot_sound = fire_capship detonation_dist = 60 loot_appearance = ammo_crate units_per_container = 5000 lifetime = 2 Motor = cap_offensive_flak_motor force_gun_ori = false const_effect = li_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 7 type = NON_TARGETABLE [Gun] nickname = cap_offensive_flak ids_name = 460613 ids_info = 460713 DA_archetype = equipment\models\weapons\rh_plasma_gat_cannon.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 220 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 400 refire_delay = 0.50 muzzle_velocity = 2000 toughness = 1 flash_particle_name = li_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_offensive_flak_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 1 LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 [Motor] nickname = cap_defensive_flak_motor lifetime = 1 accel = 350 delay = 0 [Explosion] nickname = cap_defensive_flak_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 2130 energy_damage = 0 impulse = 0 [Munition] nickname = cap_defensive_flak_ammo ids_name = 460619 ids_info = 460712 explosion_arch = cap_defensive_flak_explosion hp_type = hp_gun requires_ammo = true hit_pts = 46875 one_shot_sound = fire_capship detonation_dist = 60 loot_appearance = ammo_crate units_per_container = 5000 lifetime = 1 Motor = cap_defensive_flak_motor force_gun_ori = false const_effect = li_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 4 type = NON_TARGETABLE [Gun] nickname = cap_defensive_flak ids_name = 460612 ids_info = 460712 DA_archetype = equipment\models\weapons\rh_plasma_gat_cannon.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 220 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 400 refire_delay = 0.10 muzzle_velocity = 350 toughness = 1 flash_particle_name = li_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = cap_defensive_flak_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 90 lootable = true dispersion_angle = 20 LODranges = 0, 500 MedmLODOp = 0, 2000 HighLODOp = 0, 500000 ;============================================ ; END NEW CAPITAL WEAPONS ;============================================ [LootCrate] nickname = ammo_crate DA_archetype = Equipment\models\commodities\crates\crate_grey.3db LODranges = 0, 50, 150 MedmLODOp = 0, 500, 5000 HighLODOp = 0, 500000 hit_pts = 25 mass = 10 explosion_arch = debris_normal [CloakingDevice] nickname = cloak_fighter ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 4 cloakout_time = 4 cloakin_fx = no_cloakeffect01 cloakout_fx = no_cloakeffect01 lootable = false [CloakingDevice] nickname = cloak_nomad ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 4 cloakout_time = 4 cloakin_fx = no_cloakeffect05 cloakout_fx = no_cloakeffect05 lootable = false [CloakingDevice] nickname = cloak_nomad_srtc ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 4 cloakout_time = 4 cloakin_fx = no_cloakeffect05srtc cloakout_fx = no_cloakeffect05srtc lootable = false [CloakingDevice] nickname = cloak_gunboat ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 10 cloakout_time = 10 cloakin_fx = no_cloakeffect02 cloakout_fx = no_cloakeffect02 lootable = false [CloakingDevice] nickname = cloak_cruiser ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 10 cloakout_time = 10 cloakin_fx = no_cloakeffect03 cloakout_fx = no_cloakeffect03 lootable = false [CloakingDevice] nickname = cloak_battleship ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 10 cloakout_time = 10 cloakin_fx = no_cloakeffect04 cloakout_fx = no_cloakeffect04 lootable = false [CloakingDevice] nickname = cloak_nomad_gunboat ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 10 cloakout_time = 10 cloakin_fx = no_cloakeffect_gunboat cloakout_fx = no_cloakeffect_gunboat lootable = false [CloakingDevice] nickname = cloak_nomad_battleship ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 10 cloakout_time = 10 cloakin_fx = no_cloakeffect_battleship cloakout_fx = no_cloakeffect_battleship lootable = false [CloakingDevice] nickname = cloak_osiris ids_name = 0 ids_info = 0 hit_pts = 0 ;Inv explosion_resistance = 0 ;CloakEquip DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect mass = 1 volume = 200 cloakin_time = 5 cloakout_time = 5 cloakin_fx = no_cloakeffect06 cloakout_fx = no_cloakeffect06 lootable = false [Motor] nickname = missile01_mark01_motor lifetime = 12 accel = 40 delay = 0 [Explosion] nickname = missile01_mark01_explosion effect = br_mine01_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 30 energy_damage = 0 impulse = 112500 debris_impulse = 250 debris_type = debris_trajectory_disruptor, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = missile01_mark01_ammo ids_name = 458757 ids_info = 459757 explosion_arch = missile01_mark01_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = fire_no_capship detonation_dist = 10 lifetime = 12 Motor = missile01_mark01_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 80 max_angular_velocity = 3.3 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 400 volume = 999999 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile01_mark01 ids_name = 458757 ids_info = 459757 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special damage_per_fire = 0 power_usage = 1500 refire_delay = 10 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile01_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile01_mark01_rtc_motor lifetime = 12 accel = 30 delay = 0 [Explosion] nickname = missile01_mark01_rtc_explosion effect = li_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 2000 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile01_mark01_rtc_ammo ids_name = 265146 ids_info = 266146 explosion_arch = missile01_mark01_rtc_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 10 lifetime = 12 Motor = missile01_mark01_rtc_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3500 seeker_fov_deg = 60 max_angular_velocity = 1.65 DA_archetype = equipment\models\weapons\ku_recognizer_missile.3db material_library = equipment\models\ku_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile01_mark01_rtc ids_name = 263146 ids_info = 264146 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 200 refire_delay = 1.5 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile01_mark01_rtc_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile01_mark02_motor lifetime = 12 accel = 30 delay = 0 [Explosion] nickname = missile01_mark02_explosion effect = br_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 2500 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile01_mark02_ammo ids_name = 265148 ids_info = 266148 explosion_arch = missile01_mark02_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 10 lifetime = 12 Motor = missile01_mark02_motor force_gun_ori = false const_effect = br_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3500 seeker_fov_deg = 60 max_angular_velocity = 1.65 DA_archetype = equipment\models\weapons\ku_recognizer_missile.3db material_library = equipment\models\ku_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile01_mark02 ids_name = 263148 ids_info = 264148 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 275 refire_delay = 3 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile01_mark02_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile01_mark03_motor lifetime = 12 accel = 30 delay = 0 [Explosion] nickname = missile01_mark03_explosion effect = ku_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 3000 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile01_mark03_ammo ids_name = 265149 ids_info = 266149 explosion_arch = missile01_mark03_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 10 lifetime = 12 Motor = missile01_mark03_motor force_gun_ori = false const_effect = ku_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3500 seeker_fov_deg = 60 max_angular_velocity = 1.65 DA_archetype = equipment\models\weapons\ku_recognizer_missile.3db material_library = equipment\models\ku_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile01_mark03 ids_name = 263149 ids_info = 264149 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 350 refire_delay = 4.5 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile01_mark03_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile01_mark04_motor lifetime = 12 accel = 30 delay = 0 [Explosion] nickname = missile01_mark04_explosion effect = rh_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 3500 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile01_mark04_ammo ids_name = 265150 ids_info = 266150 explosion_arch = missile01_mark04_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 10 lifetime = 12 Motor = missile01_mark04_motor force_gun_ori = false const_effect = rh_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3500 seeker_fov_deg = 60 max_angular_velocity = 1.65 DA_archetype = equipment\models\weapons\ku_recognizer_missile.3db material_library = equipment\models\ku_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile01_mark04 ids_name = 263150 ids_info = 264150 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 425 refire_delay = 6 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile01_mark04_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile01_mark05_motor lifetime = 12 accel = 30 delay = 0 [Explosion] nickname = missile01_mark05_explosion effect = pi_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 4000 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile01_mark05_ammo ids_name = 265151 ids_info = 266151 explosion_arch = missile01_mark05_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_regular detonation_dist = 10 lifetime = 12 Motor = missile01_mark05_motor force_gun_ori = false const_effect = pi_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3500 seeker_fov_deg = 60 max_angular_velocity = 1.65 DA_archetype = equipment\models\weapons\ku_recognizer_missile.3db material_library = equipment\models\ku_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile01_mark05 ids_name = 263151 ids_info = 264151 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 500 refire_delay = 7.5 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile01_mark05_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile02_mark01_motor lifetime = 12 accel = 40 delay = 0 [Explosion] nickname = missile02_mark01_explosion effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 1200 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile02_mark01_ammo ids_name = 265152 ids_info = 266152 explosion_arch = missile02_mark01_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_homing detonation_dist = 10 lifetime = 12 Motor = missile02_mark01_motor force_gun_ori = false const_effect = li_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 80 max_angular_velocity = 3.3 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile02_mark01 ids_name = 263152 ids_info = 264152 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 100 refire_delay = 1 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile02_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile02_mark02_motor lifetime = 12 accel = 40 delay = 0 [Explosion] nickname = missile02_mark02_explosion effect = br_missile01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 1500 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile02_mark02_ammo ids_name = 265153 ids_info = 266153 explosion_arch = missile02_mark02_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_homing detonation_dist = 10 lifetime = 12 Motor = missile02_mark02_motor force_gun_ori = false const_effect = br_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 80 max_angular_velocity = 3.3 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile02_mark02 ids_name = 263153 ids_info = 264153 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 137.5 refire_delay = 2 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile02_mark02_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile02_mark03_motor lifetime = 12 accel = 40 delay = 0 [Explosion] nickname = missile02_mark03_explosion effect = ku_missile01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 1800 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile02_mark03_ammo ids_name = 265154 ids_info = 266154 explosion_arch = missile02_mark03_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_homing detonation_dist = 10 lifetime = 12 Motor = missile02_mark03_motor force_gun_ori = false const_effect = ku_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 80 max_angular_velocity = 3.3 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile02_mark03 ids_name = 263154 ids_info = 264154 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 175 refire_delay = 3 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile02_mark03_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile02_mark04_motor lifetime = 12 accel = 40 delay = 0 [Explosion] nickname = missile02_mark04_explosion effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 2100 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile02_mark04_ammo ids_name = 265155 ids_info = 266155 explosion_arch = missile02_mark04_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_homing detonation_dist = 10 lifetime = 12 Motor = missile02_mark04_motor force_gun_ori = false const_effect = rh_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 80 max_angular_velocity = 3.3 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile02_mark04 ids_name = 263155 ids_info = 264155 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 212.5 refire_delay = 4 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile02_mark04_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile02_mark05_motor lifetime = 12 accel = 40 delay = 0 [Explosion] nickname = missile02_mark05_explosion effect = pi_missile01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 2400 energy_damage = 0 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile02_mark05_ammo ids_name = 265156 ids_info = 266156 explosion_arch = missile02_mark05_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_homing detonation_dist = 10 lifetime = 12 Motor = missile02_mark05_motor force_gun_ori = false const_effect = pi_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 80 max_angular_velocity = 3.3 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile02_mark05 ids_name = 263156 ids_info = 264156 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 250 refire_delay = 5 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile02_mark05_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile03_mark01_motor lifetime = 12 accel = 35 delay = 0 [Explosion] nickname = missile03_mark01_explosion effect = li_empmissile_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 40 energy_damage = 1600 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile03_mark01_ammo ids_name = 265157 ids_info = 266157 explosion_arch = missile03_mark01_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_emp detonation_dist = 10 lifetime = 12 Motor = missile03_mark01_motor force_gun_ori = false const_effect = li_empmissile_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 70 max_angular_velocity = 2.475 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile03_mark01 ids_name = 263157 ids_info = 264157 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 150 refire_delay = 1.25 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile03_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile03_mark02_motor lifetime = 12 accel = 35 delay = 0 [Explosion] nickname = missile03_mark02_explosion effect = br_empmissile_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 50 energy_damage = 2200 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile03_mark02_ammo ids_name = 265158 ids_info = 266158 explosion_arch = missile03_mark02_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_emp detonation_dist = 10 lifetime = 12 Motor = missile03_mark02_motor force_gun_ori = false const_effect = br_empmissile_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 70 max_angular_velocity = 2.475 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile03_mark02 ids_name = 263158 ids_info = 264158 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 206.25 refire_delay = 2.5 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile03_mark02_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile03_mark03_motor lifetime = 12 accel = 35 delay = 0 [Explosion] nickname = missile03_mark03_explosion effect = ku_empmissile_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 60 energy_damage = 2800 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile03_mark03_ammo ids_name = 265159 ids_info = 266159 explosion_arch = missile03_mark03_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_emp detonation_dist = 10 lifetime = 12 Motor = missile03_mark03_motor force_gun_ori = false const_effect = ku_empmissile_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 70 max_angular_velocity = 2.475 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile03_mark03 ids_name = 263159 ids_info = 264159 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 262.5 refire_delay = 3.75 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile03_mark03_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile03_mark04_motor lifetime = 12 accel = 35 delay = 0 [Explosion] nickname = missile03_mark04_explosion effect = rh_empmissile_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 70 energy_damage = 3400 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile03_mark04_ammo ids_name = 265160 ids_info = 266160 explosion_arch = missile03_mark04_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_emp detonation_dist = 10 lifetime = 12 Motor = missile03_mark04_motor force_gun_ori = false const_effect = rh_empmissile_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 70 max_angular_velocity = 2.475 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile03_mark04 ids_name = 263160 ids_info = 264160 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 318.75 refire_delay = 5 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile03_mark04_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = missile03_mark05_motor lifetime = 12 accel = 35 delay = 0 [Explosion] nickname = missile03_mark05_explosion effect = pi_empmissile_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 80 energy_damage = 4000 impulse = 1500 ;MISSILE DEBRIS [Munition] nickname = missile03_mark05_ammo ids_name = 459104 ids_info = 460104 explosion_arch = missile03_mark05_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_missile_emp detonation_dist = 10 lifetime = 12 Motor = missile03_mark05_motor force_gun_ori = false const_effect = pi_empmissile_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 70 max_angular_velocity = 2.475 DA_archetype = equipment\models\weapons\rh_seeker_missile.3db material_library = equipment\models\rh_equip.mat mass = 50 volume = 10 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = missile03_mark05 ids_name = 459103 ids_info = 460103 DA_archetype = equipment\models\weapons\li_rad_launcher.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 375 refire_delay = 6.25 muzzle_velocity = 120 toughness = 1 projectile_archetype = missile03_mark05_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Motor] nickname = cruise_disruptor01_mark01_motor lifetime = 4 accel = 200 delay = 0 [Explosion] nickname = cruise_disruptor01_mark01_explosion effect = li_cruisedis01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 180 hull_damage = 20 energy_damage = 0 impulse = 375 ;MISSILE DEBRIS [Munition] nickname = cruise_disruptor01_mark01_ammo ids_name = 265161 ids_info = 266161 explosion_arch = cruise_disruptor01_mark01_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_cruise_disruptor detonation_dist = 10 lifetime = 4 Motor = cruise_disruptor01_mark01_motor force_gun_ori = true const_effect = li_cruisedis01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 90 max_angular_velocity = 6.6 cruise_disruptor = true DA_archetype = equipment\models\weapons\li_rad_missile.3db material_library = equipment\models\li_equip.mat mass = 1 volume = 50 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = cruise_disruptor01_mark01 ids_name = 263161 ids_info = 264161 DA_archetype = equipment\models\weapons\ku_hornet_launcher.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_torpedo_special_2 damage_per_fire = 0 power_usage = 360 refire_delay = 8 muzzle_velocity = 1125 toughness = 1 projectile_archetype = cruise_disruptor01_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Motor] nickname = cruise_disruptor01_mark02_motor lifetime = 8 accel = 100 delay = 0 [Explosion] nickname = cruise_disruptor01_mark02_explosion effect = ku_cruisedis01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 540 hull_damage = 20 energy_damage = 800 impulse = 375 ;MISSILE DEBRIS [Munition] nickname = cruise_disruptor01_mark02_ammo ids_name = 265162 ids_info = 266162 explosion_arch = cruise_disruptor01_mark02_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_gun requires_ammo = true hit_pts = 2 one_shot_sound = fire_cruise_disruptor detonation_dist = 10 lifetime = 8 Motor = cruise_disruptor01_mark02_motor force_gun_ori = true const_effect = ku_cruisedis01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 8500 seeker_fov_deg = 90 max_angular_velocity = 6.6 cruise_disruptor = true DA_archetype = equipment\models\weapons\li_rad_missile.3db material_library = equipment\models\li_equip.mat mass = 1 volume = 50 LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = cruise_disruptor01_mark02 ids_name = 263162 ids_info = 264162 DA_archetype = equipment\models\weapons\ku_hornet_launcher.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_torpedo_special_2 damage_per_fire = 0 power_usage = 720 refire_delay = 12 muzzle_velocity = 750 toughness = 1 projectile_archetype = cruise_disruptor01_mark02_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Motor] nickname = nomad_cruise_disruptor01_motor lifetime = 4 accel = 200 delay = 0 [Explosion] nickname = nomad_cruise_disruptor01_explosion effect = no_cruisedis01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 180 hull_damage = 20 energy_damage = 0 impulse = 375 [Munition] nickname = nomad_cruise_disruptor01_ammo ids_name = 263526 explosion_arch = nomad_cruise_disruptor01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = fire_no_cruise_disruptor detonation_dist = 10 lifetime = 4 Motor = nomad_cruise_disruptor01_motor force_gun_ori = true const_effect = no_cruisedis01_drive seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 90 max_angular_velocity = 6.6 cruise_disruptor = true mass = 1 volume = 0 ;type = LOOT [Gun] nickname = nomad_cruise_disruptor01 ids_name = 263526 ids_info = 264526 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_torpedo_special_2 damage_per_fire = 0 power_usage = 3000 refire_delay = 8 muzzle_velocity = 1125 toughness = 1 projectile_archetype = nomad_cruise_disruptor01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = torpedo01_mark01_motor lifetime = 16 accel = 5 delay = 0 [Explosion] nickname = torpedo01_mark01_explosion effect = li_torpedo01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 90000 energy_damage = 0 impulse = 15000 ;TORPEDO DEBRIS [Munition] nickname = torpedo01_mark01_ammo ids_name = 265163 ids_info = 266163 explosion_arch = torpedo01_mark01_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_torpedo requires_ammo = true hit_pts = 6280 one_shot_sound = fire_torpedo detonation_dist = 10 lifetime = 16 Motor = torpedo01_mark01_motor force_gun_ori = true const_effect = li_torpedo01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4500 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 25 LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT_TORPEDO [Gun] nickname = torpedo01_mark01 ids_name = 263163 ids_info = 264163 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_torpedo_special_1 damage_per_fire = 0 power_usage = 300 refire_delay = 8 muzzle_velocity = 120 toughness = 1 projectile_archetype = torpedo01_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 [Motor] nickname = torpedo01_mark02_motor lifetime = 18 accel = 5 delay = 0 [Explosion] nickname = torpedo01_mark02_explosion effect = ku_torpedo01_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 150000 energy_damage = 0 impulse = 15000 ;TORPEDO DEBRIS [Munition] nickname = torpedo01_mark02_ammo ids_name = 265164 ids_info = 266164 explosion_arch = torpedo01_mark02_explosion loot_appearance = ammo_crate units_per_container = 5000 hp_type = hp_torpedo requires_ammo = true hit_pts = 6280 one_shot_sound = fire_torpedo detonation_dist = 10 lifetime = 18 Motor = torpedo01_mark02_motor force_gun_ori = true const_effect = ku_torpedo01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 6000 seeker_fov_deg = 50 max_angular_velocity = 0.1815 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 50 LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT_TORPEDO [Gun] nickname = torpedo01_mark02 ids_name = 263164 ids_info = 264164 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_torpedo_special_1 damage_per_fire = 0 power_usage = 500 refire_delay = 12 muzzle_velocity = 120 toughness = 1 projectile_archetype = torpedo01_mark02_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 [Explosion] nickname = mine01_mark01_explosion effect = li_mine01_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 2000 energy_damage = 0 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine01_mark01_ammo ids_name = 265165 ids_info = 266165 explosion_arch = mine01_mark01_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_regular detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = li_mine01 ;type = LOOT [MineDropper] nickname = mine01_mark01 ids_name = 263165 ids_info = 264165 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 80 refire_delay = 1 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine01_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine01_mark02_explosion effect = br_mine01_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 2500 energy_damage = 0 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine01_mark02_ammo ids_name = 265166 ids_info = 266166 explosion_arch = mine01_mark02_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_regular detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = br_mine01 ;type = LOOT [MineDropper] nickname = mine01_mark02 ids_name = 263166 ids_info = 264166 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 120 refire_delay = 2 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine01_mark02_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine01_mark03_explosion effect = ku_mine01_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 3000 energy_damage = 0 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine01_mark03_ammo ids_name = 265167 ids_info = 266167 explosion_arch = mine01_mark03_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_regular detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = ku_mine01 ;type = LOOT [MineDropper] nickname = mine01_mark03 ids_name = 263167 ids_info = 264167 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 180 refire_delay = 3 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine01_mark03_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine01_mark04_explosion effect = rh_mine01_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 3500 energy_damage = 0 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine01_mark04_ammo ids_name = 265168 ids_info = 266168 explosion_arch = mine01_mark04_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_regular detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = rh_mine01 ;type = LOOT [MineDropper] nickname = mine01_mark04 ids_name = 263168 ids_info = 264168 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 270 refire_delay = 4 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine01_mark04_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine01_mark05_explosion effect = pi_mine01_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 4000 energy_damage = 0 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine01_mark05_ammo ids_name = 265169 ids_info = 266169 explosion_arch = mine01_mark05_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_regular detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = pi_mine01 ;type = LOOT [MineDropper] nickname = mine01_mark05 ids_name = 263169 ids_info = 264169 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 405 refire_delay = 5 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine01_mark05_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine02_mark01_explosion effect = li_mine02_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 40 energy_damage = 1600 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine02_mark01_ammo ids_name = 265170 ids_info = 266170 explosion_arch = mine02_mark01_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_tracking detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = li_mine02 ;type = LOOT [MineDropper] nickname = mine02_mark01 ids_name = 263170 ids_info = 264170 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 80 refire_delay = 1 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine02_mark01_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine02_mark02_explosion effect = br_mine02_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 50 energy_damage = 2200 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine02_mark02_ammo ids_name = 265171 ids_info = 266171 explosion_arch = mine02_mark02_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_tracking detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = br_mine02 ;type = LOOT [MineDropper] nickname = mine02_mark02 ids_name = 263171 ids_info = 264171 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 120 refire_delay = 2 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine02_mark02_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine02_mark03_explosion effect = ku_mine02_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 60 energy_damage = 2800 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine02_mark03_ammo ids_name = 265172 ids_info = 266172 explosion_arch = mine02_mark03_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_tracking detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = ku_mine02 ;type = LOOT [MineDropper] nickname = mine02_mark03 ids_name = 263172 ids_info = 264172 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 180 refire_delay = 3 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine02_mark03_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine02_mark04_explosion effect = rh_mine02_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 70 energy_damage = 3400 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine02_mark04_ammo ids_name = 265173 ids_info = 266173 explosion_arch = mine02_mark04_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_tracking detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = rh_mine02 ;type = LOOT [MineDropper] nickname = mine02_mark04 ids_name = 263173 ids_info = 264173 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 270 refire_delay = 4 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine02_mark04_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = mine02_mark05_explosion effect = pi_mine02_blast25 lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 30 hull_damage = 80 energy_damage = 4000 impulse = 7500 ;MISSILE DEBRIS [Mine] nickname = mine02_mark05_ammo ids_name = 265174 ids_info = 266174 explosion_arch = mine02_mark05_explosion loot_appearance = ammo_crate units_per_container = 5000 requires_ammo = true hit_pts = 1000 one_shot_sound = fire_mine_tracking detonation_dist = 20 lifetime = 4 force_gun_ori = true DA_archetype = equipment\models\mines\br_plasma_mine.3db material_library = equipment\models\br_equip.mat mass = 50.000000 volume = 10 owner_safe_time = 999999 linear_drag = 150 seek_dist = 600 top_speed = 400 acceleration = 200 const_effect = pi_mine02 ;type = LOOT [MineDropper] nickname = mine02_mark05 ids_name = 263174 ids_info = 264174 DA_archetype = equipment\models\weapons\li_cm_dropper01.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 405 refire_delay = 5 muzzle_velocity = 500 toughness = 1 projectile_archetype = mine02_mark05_ammo dry_fire_sound = fire_dry separation_explosion = sever_debris lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 [Explosion] nickname = seft_fc_j_gun01_mark01_impact effect = pi_photon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_j_gun01_mark01_ammo ids_name = 263175 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 100 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon1 explosion_arch = seft_fc_j_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_01_impact const_effect = pi_photon_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_j_gun01_mark01 ids_name = 263175 ids_info = 264175 DA_archetype = equipment\models\weapons\li_auto_cannon.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 16 refire_delay = 0.08 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_j_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_fc_j_gun01_mark02_impact effect = pi_photon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_j_gun01_mark02_ammo ids_name = 263176 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon2 explosion_arch = seft_fc_j_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_02_impact const_effect = pi_photon_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_j_gun01_mark02 ids_name = 263176 ids_info = 264176 DA_archetype = equipment\models\weapons\li_auto_cannon.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 32 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_j_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_j_gun01_mark03_impact effect = pi_photon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_j_gun01_mark03_ammo ids_name = 263177 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_fc_j_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_03_impact const_effect = pi_photon_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_j_gun01_mark03 ids_name = 263177 ids_info = 264177 DA_archetype = equipment\models\weapons\li_auto_cannon.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 48 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_j_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_lr_gun01_mark01_impact effect = pi_laser_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lr_gun01_mark01_ammo ids_name = 263181 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 50 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser1 explosion_arch = seft_fc_lr_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_01_impact const_effect = pi_laser_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lr_gun01_mark01 ids_name = 263181 ids_info = 264181 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 10 refire_delay = 0.06 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lr_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.2 [Explosion] nickname = seft_fc_lr_gun01_mark02_impact effect = pi_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lr_gun01_mark02_ammo ids_name = 263182 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 100 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser2 explosion_arch = seft_fc_lr_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_02_impact const_effect = pi_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lr_gun01_mark02 ids_name = 263182 ids_info = 264182 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 20 refire_delay = 0.08 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lr_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_fc_lr_gun01_mark03_impact effect = pi_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lr_gun01_mark03_ammo ids_name = 263183 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser2 explosion_arch = seft_fc_lr_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_03_impact const_effect = pi_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lr_gun01_mark03 ids_name = 263183 ids_info = 264183 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 40 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lr_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_lr_gun01_mark04_impact effect = pi_laser_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lr_gun01_mark04_ammo ids_name = 263184 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_fc_lr_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_04_impact const_effect = pi_laser_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lr_gun01_mark04 ids_name = 263184 ids_info = 264184 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 50 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lr_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_lr_gun01_mark05_impact effect = pi_laser_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lr_gun01_mark05_ammo ids_name = 263185 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_fc_lr_gun01_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_04_impact const_effect = pi_laser_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lr_gun01_mark05 ids_name = 263185 ids_info = 264185 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 70 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lr_gun01_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_ou_gun01_mark01_impact effect = pi_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun01_mark01_ammo ids_name = 263190 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon2 explosion_arch = seft_fc_ou_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_01_impact const_effect = pi_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun01_mark01 ids_name = 263190 ids_info = 264190 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 56 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_ou_gun01_mark02_impact effect = pi_tachyon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun01_mark02_ammo ids_name = 263191 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_fc_ou_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_02_impact const_effect = pi_tachyon_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun01_mark02 ids_name = 263191 ids_info = 264191 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 70 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_ou_gun01_mark03_impact effect = pi_tachyon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun01_mark03_ammo ids_name = 263192 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_fc_ou_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_03_impact const_effect = pi_tachyon_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun01_mark03 ids_name = 263192 ids_info = 264192 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 84 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_ou_gun01_mark04_impact effect = pi_tachyon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun01_mark04_ammo ids_name = 263193 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_fc_ou_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_04_impact const_effect = pi_tachyon_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun01_mark04 ids_name = 263193 ids_info = 264193 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 112 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_ou_gun01_mark05_impact effect = pi_tachyon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun01_mark05_ammo ids_name = 263194 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 450 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon5 explosion_arch = seft_fc_ou_gun01_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_04_impact const_effect = pi_tachyon_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun01_mark05 ids_name = 263194 ids_info = 264194 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 126 refire_delay = 0.22 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun01_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_fc_ou_gun02_mark01_impact effect = pi_particle_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun02_mark01_ammo ids_name = 263195 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 648 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle2 explosion_arch = seft_fc_ou_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_01_impact const_effect = pi_particle_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun02_mark01 ids_name = 263195 ids_info = 264195 DA_archetype = equipment\models\weapons\co_raildaddy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 168 refire_delay = 0.30 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_particle_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_ou_gun02_mark02_impact effect = pi_particle_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun02_mark02_ammo ids_name = 263196 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 810 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle3 explosion_arch = seft_fc_ou_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_02_impact const_effect = pi_particle_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun02_mark02 ids_name = 263196 ids_info = 264196 DA_archetype = equipment\models\weapons\co_raildaddy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 210 refire_delay = 0.35 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_particle_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_ou_gun02_mark03_impact effect = pi_plasma_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun02_mark03_ammo ids_name = 263197 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle3 explosion_arch = seft_fc_ou_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_plasma_03_impact const_effect = pi_particle_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun02_mark03 ids_name = 263197 ids_info = 264197 DA_archetype = equipment\models\weapons\co_raildaddy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 252 refire_delay = 0.40 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_particle_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_ou_gun02_mark04_impact effect = pi_particle_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun02_mark04_ammo ids_name = 263198 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1296 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle4 explosion_arch = seft_fc_ou_gun02_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_04_impact const_effect = pi_particle_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun02_mark04 ids_name = 263198 ids_info = 264198 DA_archetype = equipment\models\weapons\co_raildaddy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 336 refire_delay = 0.50 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_particle_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun02_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_ou_gun02_mark05_impact effect = pi_particle_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_ou_gun02_mark05_ammo ids_name = 263199 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1458 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle5 explosion_arch = seft_fc_ou_gun02_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_04_impact const_effect = pi_particle_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_ou_gun02_mark05 ids_name = 263199 ids_info = 264199 DA_archetype = equipment\models\weapons\co_raildaddy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 378 refire_delay = 0.55 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_particle_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_ou_gun02_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_fc_c_gun01_mark01_impact effect = pi_neutron_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_c_gun01_mark01_ammo ids_name = 263206 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 810 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_fc_c_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_01_impact const_effect = pi_neutron_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_c_gun01_mark01 ids_name = 263206 ids_info = 264206 DA_archetype = equipment\models\weapons\co_shock_therapy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 120 refire_delay = 0.35 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_neutron_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_c_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_c_gun01_mark02_impact effect = pi_neutron_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_c_gun01_mark02_ammo ids_name = 263207 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_fc_c_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_02_impact const_effect = pi_neutron_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_c_gun01_mark02 ids_name = 263207 ids_info = 264207 DA_archetype = equipment\models\weapons\co_shock_therapy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 144 refire_delay = 0.40 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_neutron_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_c_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_c_gun01_mark03_impact effect = pi_neutron_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_c_gun01_mark03_ammo ids_name = 263208 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1134 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron4 explosion_arch = seft_fc_c_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_03_impact const_effect = pi_neutron_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_c_gun01_mark03 ids_name = 263208 ids_info = 264208 DA_archetype = equipment\models\weapons\co_shock_therapy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 168 refire_delay = 0.45 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_neutron_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_c_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_c_gun01_mark04_impact effect = pi_neutron_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_c_gun01_mark04_ammo ids_name = 263209 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1296 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron4 explosion_arch = seft_fc_c_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_04_impact const_effect = pi_neutron_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_c_gun01_mark04 ids_name = 263209 ids_info = 264209 DA_archetype = equipment\models\weapons\co_shock_therapy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 192 refire_delay = 0.50 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_neutron_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_c_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_c_gun01_mark05_impact effect = pi_neutron_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_c_gun01_mark05_ammo ids_name = 263210 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1440 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron5 explosion_arch = seft_fc_c_gun01_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_04_impact const_effect = pi_neutron_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_c_gun01_mark05 ids_name = 263210 ids_info = 264210 DA_archetype = equipment\models\weapons\co_shock_therapy.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 216 refire_delay = 0.55 muzzle_velocity = 4300 toughness = 1 flash_particle_name = pi_neutron_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_c_gun01_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_fc_c_gun02_mark01_impact effect = pi_pulse_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_c_gun02_mark01_ammo ids_name = 263211 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 100 energy_damage = 1500 weapon_type = W_Pulse one_shot_sound = fire_pulse3 explosion_arch = seft_fc_c_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_pulse_01_impact const_effect = pi_pulse_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_c_gun02_mark01 ids_name = 263211 ids_info = 264211 DA_archetype = equipment\models\weapons\ge_shredder_shotgun.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 200 refire_delay = 0.70 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_c_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_c_gun02_mark02_impact effect = pi_pulse_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_c_gun02_mark02_ammo ids_name = 263212 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 140 energy_damage = 2100 weapon_type = W_Pulse one_shot_sound = fire_pulse4 explosion_arch = seft_fc_c_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_pulse_02_impact const_effect = pi_pulse_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_c_gun02_mark02 ids_name = 263212 ids_info = 264212 DA_archetype = equipment\models\weapons\ge_shredder_shotgun.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 280 refire_delay = 0.90 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_c_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_c_gun02_mark03_impact effect = pi_pulse_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_c_gun02_mark03_ammo ids_name = 263213 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 180 energy_damage = 2700 weapon_type = W_Pulse one_shot_sound = fire_pulse5 explosion_arch = seft_fc_c_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_pulse_03_impact const_effect = pi_pulse_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_c_gun02_mark03 ids_name = 263213 ids_info = 264213 DA_archetype = equipment\models\weapons\ge_shredder_shotgun.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 360 refire_delay = 1.10 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_c_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_fc_or_gun01_mark01_m1_impact effect = pi_laser_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_or_gun01_mark01_m1_ammo ids_name = 263219 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 70 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_fc_or_gun01_mark01_m1_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_01_impact const_effect = pi_laser_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_or_gun01_mark01_m1 ids_name = 263219 ids_info = 264219 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 10 refire_delay = 0.06 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_or_gun01_mark01_m1_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.2 [Explosion] nickname = seft_fc_or_gun01_mark01_impact effect = pi_laser_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_or_gun01_mark01_ammo ids_name = 263220 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_fc_or_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_01_impact const_effect = pi_laser_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_or_gun01_mark01 ids_name = 263220 ids_info = 264220 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 50 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_or_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_or_gun01_mark02_impact effect = pi_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_or_gun01_mark02_ammo ids_name = 263221 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_fc_or_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_02_impact const_effect = pi_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_or_gun01_mark02 ids_name = 263221 ids_info = 264221 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 60 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_or_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_or_gun01_mark03_impact effect = pi_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_or_gun01_mark03_ammo ids_name = 263222 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser5 explosion_arch = seft_fc_or_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_03_impact const_effect = pi_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_or_gun01_mark03 ids_name = 263222 ids_info = 264222 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 70 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_or_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_or_gun02_mark01_impact effect = pi_neutron_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_or_gun02_mark01_ammo ids_name = 263223 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 810 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron4 explosion_arch = seft_fc_or_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_01_impact const_effect = pi_neutron_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_or_gun02_mark01 ids_name = 263223 ids_info = 264223 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 120 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_or_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_or_gun02_mark02_impact effect = pi_neutron_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_or_gun02_mark02_ammo ids_name = 263224 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron4 explosion_arch = seft_fc_or_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_02_impact const_effect = pi_neutron_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_or_gun02_mark02 ids_name = 263224 ids_info = 264224 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 144 refire_delay = 0.40 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_or_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_or_gun02_mark03_impact effect = pi_neutron_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_or_gun02_mark03_ammo ids_name = 263225 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1134 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron5 explosion_arch = seft_fc_or_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_03_impact const_effect = pi_neutron_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_or_gun02_mark03 ids_name = 263225 ids_info = 264225 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 168 refire_delay = 0.45 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_or_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_gd_gm_gun01_mark01_impact effect = ci_photon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_gm_gun01_mark01_ammo ids_name = 263230 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_gd_gm_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_photon_01_impact const_effect = ci_photon_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_gm_gun01_mark01 ids_name = 263230 ids_info = 264230 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 48 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_photon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_gm_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_gd_gm_gun01_mark02_impact effect = ci_photon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_gm_gun01_mark02_ammo ids_name = 263231 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon4 explosion_arch = seft_gd_gm_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_photon_02_impact const_effect = ci_photon_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_gm_gun01_mark02 ids_name = 263231 ids_info = 264231 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 56 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_photon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_gm_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_gd_gm_gun01_mark03_impact effect = ci_photon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_gm_gun01_mark03_ammo ids_name = 263232 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon4 explosion_arch = seft_gd_gm_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_photon_03_impact const_effect = ci_photon_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_gm_gun01_mark03 ids_name = 263232 ids_info = 264232 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 64 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_photon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_gm_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_gd_gm_gun01_mark04_impact effect = ci_photon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_gm_gun01_mark04_ammo ids_name = 263233 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 450 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon5 explosion_arch = seft_gd_gm_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_photon_04_impact const_effect = ci_photon_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_gm_gun01_mark04 ids_name = 263233 ids_info = 264233 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 72 refire_delay = 0.22 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_gm_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_gd_im_gun01_mark01_impact effect = ci_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_im_gun01_mark01_ammo ids_name = 263252 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 150 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon2 explosion_arch = seft_gd_im_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_tachyon_01_impact const_effect = ci_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_im_gun01_mark01 ids_name = 263252 ids_info = 264252 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 42 refire_delay = 0.10 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_im_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_gd_im_gun01_mark02_impact effect = ci_tachyon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_im_gun01_mark02_ammo ids_name = 263253 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon2 explosion_arch = seft_gd_im_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_tachyon_02_impact const_effect = ci_tachyon_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_im_gun01_mark02 ids_name = 263253 ids_info = 264253 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 56 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_tachyon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_im_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_gd_im_gun01_mark03_impact effect = ci_tachyon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_im_gun01_mark03_ammo ids_name = 263254 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_gd_im_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_tachyon_03_impact const_effect = ci_tachyon_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_im_gun01_mark03 ids_name = 263254 ids_info = 264254 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 84 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_tachyon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_im_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_gd_im_gun01_mark04_impact effect = ci_tachyon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_im_gun01_mark04_ammo ids_name = 263255 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_gd_im_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_tachyon_04_impact const_effect = ci_tachyon_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_im_gun01_mark04 ids_name = 263255 ids_info = 264255 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 98 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_tachyon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_im_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_gd_im_gun01_mark05_impact effect = ci_tachyon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_im_gun01_mark05_ammo ids_name = 263256 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_gd_im_gun01_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_tachyon_04_impact const_effect = ci_tachyon_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_im_gun01_mark05 ids_name = 263256 ids_info = 264256 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 112 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_tachyon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_im_gun01_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_gd_bh_gun01_mark01_impact effect = pi_laser_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun01_mark01_ammo ids_name = 263278 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 100 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser1 explosion_arch = seft_gd_bh_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_01_impact const_effect = pi_laser_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun01_mark01 ids_name = 263278 ids_info = 264278 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 20 refire_delay = 0.08 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_gd_bh_gun01_mark02_impact effect = pi_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun01_mark02_ammo ids_name = 263279 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser2 explosion_arch = seft_gd_bh_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_02_impact const_effect = pi_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun01_mark02 ids_name = 263279 ids_info = 264279 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 40 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_gd_bh_gun01_mark03_impact effect = pi_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun01_mark03_ammo ids_name = 263280 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_gd_bh_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_02_impact const_effect = pi_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun01_mark03 ids_name = 263280 ids_info = 264280 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 60 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_gd_bh_gun01_mark04_impact effect = pi_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun01_mark04_ammo ids_name = 263281 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_gd_bh_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_03_impact const_effect = pi_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun01_mark04 ids_name = 263281 ids_info = 264281 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 70 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_gd_bh_gun01_mark05_impact effect = pi_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun01_mark05_ammo ids_name = 263282 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_gd_bh_gun01_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_03_impact const_effect = pi_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun01_mark05 ids_name = 263282 ids_info = 264282 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 80 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun01_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_gd_bh_gun01_mark06_impact effect = pi_laser_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun01_mark06_ammo ids_name = 263283 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 450 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser5 explosion_arch = seft_gd_bh_gun01_mark06_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_04_impact const_effect = pi_laser_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun01_mark06 ids_name = 263283 ids_info = 264283 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 90 refire_delay = 0.22 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun01_mark06_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_gd_bh_gun02_mark01_impact effect = pi_particle_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun02_mark01_ammo ids_name = 263284 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 324 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle1 explosion_arch = seft_gd_bh_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_01_impact const_effect = pi_particle_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun02_mark01 ids_name = 263284 ids_info = 264284 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 84 refire_delay = 0.20 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_gd_bh_gun02_mark02_impact effect = pi_particle_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun02_mark02_ammo ids_name = 263285 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 648 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle2 explosion_arch = seft_gd_bh_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_02_impact const_effect = pi_particle_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun02_mark02 ids_name = 263285 ids_info = 264285 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 168 refire_delay = 0.30 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_gd_bh_gun02_mark03_impact effect = pi_particle_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun02_mark03_ammo ids_name = 263286 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle3 explosion_arch = seft_gd_bh_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_03_impact const_effect = pi_particle_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun02_mark03 ids_name = 263286 ids_info = 264286 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 252 refire_delay = 0.40 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_gd_bh_gun02_mark04_impact effect = pi_particle_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun02_mark04_ammo ids_name = 263287 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1134 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle4 explosion_arch = seft_gd_bh_gun02_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_04_impact const_effect = pi_particle_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun02_mark04 ids_name = 263287 ids_info = 264287 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 294 refire_delay = 0.45 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun02_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_gd_bh_gun02_mark05_impact effect = pi_particle_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_bh_gun02_mark05_ammo ids_name = 263288 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1458 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle5 explosion_arch = seft_gd_bh_gun02_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_04_impact const_effect = pi_particle_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_bh_gun02_mark05 ids_name = 263288 ids_info = 264288 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 378 refire_delay = 0.55 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_bh_gun02_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_fc_rh_gun01_mark01_impact effect = pi_laser_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_rh_gun01_mark01_ammo ids_name = 263296 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_fc_rh_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_01_impact const_effect = pi_laser_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_rh_gun01_mark01 ids_name = 263296 ids_info = 264296 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 50 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_rh_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_rh_gun01_mark02_impact effect = pi_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_rh_gun01_mark02_ammo ids_name = 263297 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_fc_rh_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_02_impact const_effect = pi_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_rh_gun01_mark02 ids_name = 263297 ids_info = 264297 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 60 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_rh_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_rh_gun01_mark03_impact effect = pi_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_rh_gun01_mark03_ammo ids_name = 263298 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_fc_rh_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_03_impact const_effect = pi_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_rh_gun01_mark03 ids_name = 263298 ids_info = 264298 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 70 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_rh_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_rh_gun01_mark04_impact effect = pi_laser_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_rh_gun01_mark04_ammo ids_name = 263299 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_fc_rh_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_04_impact const_effect = pi_laser_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_rh_gun01_mark04 ids_name = 263299 ids_info = 264299 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 80 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_rh_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_bd_gun01_mark01_impact effect = pi_laser_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_bd_gun01_mark01_ammo ids_name = 263302 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_fc_bd_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_01_impact const_effect = pi_laser_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_bd_gun01_mark01 ids_name = 263302 ids_info = 264302 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 50 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_bd_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_bd_gun01_mark02_impact effect = pi_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_bd_gun01_mark02_ammo ids_name = 263303 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_fc_bd_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_02_impact const_effect = pi_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_bd_gun01_mark02 ids_name = 263303 ids_info = 264303 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 60 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_bd_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_bd_gun01_mark03_impact effect = pi_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_bd_gun01_mark03_ammo ids_name = 263304 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_fc_bd_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_03_impact const_effect = pi_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_bd_gun01_mark03 ids_name = 263304 ids_info = 264304 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 70 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_bd_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_bd_gun01_mark04_impact effect = pi_laser_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_bd_gun01_mark04_ammo ids_name = 263305 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_fc_bd_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_laser_04_impact const_effect = pi_laser_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_bd_gun01_mark04 ids_name = 263305 ids_info = 264305 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 80 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_bd_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_b_gun01_mark01_impact effect = pi_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_b_gun01_mark01_ammo ids_name = 263308 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_fc_b_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_01_impact const_effect = pi_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_b_gun01_mark01 ids_name = 263308 ids_info = 264308 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 84 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_b_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_b_gun01_mark02_impact effect = pi_tachyon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_b_gun01_mark02_ammo ids_name = 263309 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_fc_b_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_02_impact const_effect = pi_tachyon_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_b_gun01_mark02 ids_name = 263309 ids_info = 264309 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 98 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_b_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_b_gun01_mark03_impact effect = pi_tachyon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_b_gun01_mark03_ammo ids_name = 263310 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_fc_b_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_03_impact const_effect = pi_tachyon_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_b_gun01_mark03 ids_name = 263310 ids_info = 264310 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 112 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_b_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_gd_z_gun01_mark01_impact effect = pi_photon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_z_gun01_mark01_ammo ids_name = 263313 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 150 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon2 explosion_arch = seft_gd_z_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_01_impact const_effect = pi_photon_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_z_gun01_mark01 ids_name = 263313 ids_info = 264313 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 24 refire_delay = 0.10 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_z_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_gd_z_gun01_mark02_impact effect = pi_photon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_z_gun01_mark02_ammo ids_name = 263314 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon2 explosion_arch = seft_gd_z_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_02_impact const_effect = pi_photon_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_z_gun01_mark02 ids_name = 263314 ids_info = 264314 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 32 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_z_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_gd_z_gun01_mark03_impact effect = pi_photon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_z_gun01_mark03_ammo ids_name = 263315 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_gd_z_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_03_impact const_effect = pi_photon_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_z_gun01_mark03 ids_name = 263315 ids_info = 264315 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 48 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_z_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_gd_z_gun01_mark04_impact effect = pi_photon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_z_gun01_mark04_ammo ids_name = 263316 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon4 explosion_arch = seft_gd_z_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_04_impact const_effect = pi_photon_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_z_gun01_mark04 ids_name = 263316 ids_info = 264316 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 56 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_z_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_gd_z_gun01_mark05_impact effect = pi_photon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = gd_z_gun01_mark05_ammo ids_name = 263317 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon4 explosion_arch = seft_gd_z_gun01_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_04_impact const_effect = pi_photon_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = gd_z_gun01_mark05 ids_name = 263317 ids_info = 264317 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 64 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = gd_z_gun01_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_lh_gun01_mark01_impact effect = pi_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lh_gun01_mark01_ammo ids_name = 263321 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon2 explosion_arch = seft_fc_lh_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_01_impact const_effect = pi_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lh_gun01_mark01 ids_name = 263321 ids_info = 264321 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 56 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lh_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_lh_gun01_mark02_impact effect = pi_tachyon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lh_gun01_mark02_ammo ids_name = 263322 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_fc_lh_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_02_impact const_effect = pi_tachyon_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lh_gun01_mark02 ids_name = 263322 ids_info = 264322 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 70 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lh_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_lh_gun01_mark03_impact effect = pi_tachyon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lh_gun01_mark03_ammo ids_name = 263323 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_fc_lh_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_03_impact const_effect = pi_tachyon_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lh_gun01_mark03 ids_name = 263323 ids_info = 264323 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 84 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lh_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_h_gun01_mark01_impact effect = pi_plasma_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_h_gun01_mark01_ammo ids_name = 263326 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1740 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma3 explosion_arch = seft_fc_h_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_plasma_01_impact const_effect = pi_plasma_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_h_gun01_mark01 ids_name = 263326 ids_info = 264326 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 240 refire_delay = 0.70 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_plasma_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_h_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_h_gun01_mark02_impact effect = pi_plasma_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_h_gun01_mark02_ammo ids_name = 263327 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2436 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma4 explosion_arch = seft_fc_h_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_plasma_02_impact const_effect = pi_plasma_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_h_gun01_mark02 ids_name = 263327 ids_info = 264327 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 336 refire_delay = 0.90 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_plasma_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_h_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_h_gun01_mark03_impact effect = pi_plasma_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_h_gun01_mark03_ammo ids_name = 263328 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2784 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma4 explosion_arch = seft_fc_h_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_plasma_03_impact const_effect = pi_plasma_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_h_gun01_mark03 ids_name = 263328 ids_info = 264328 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 384 refire_delay = 1.00 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_plasma_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_h_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_m_gun01_mark01_impact effect = pi_neutron_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_m_gun01_mark01_ammo ids_name = 263331 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 810 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_fc_m_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_01_impact const_effect = pi_neutron_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_m_gun01_mark01 ids_name = 263331 ids_info = 264331 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 120 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_m_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_m_gun01_mark02_impact effect = pi_neutron_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_m_gun01_mark02_ammo ids_name = 263332 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_fc_m_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_02_impact const_effect = pi_neutron_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_m_gun01_mark02 ids_name = 263332 ids_info = 264332 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 144 refire_delay = 0.40 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_m_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_m_gun01_mark03_impact effect = pi_neutron_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_m_gun01_mark03_ammo ids_name = 263333 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1134 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron4 explosion_arch = seft_fc_m_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_03_impact const_effect = pi_neutron_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_m_gun01_mark03 ids_name = 263333 ids_info = 264333 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 168 refire_delay = 0.45 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_m_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_g_gun01_mark01_impact effect = pi_photon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_g_gun01_mark01_ammo ids_name = 263336 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 150 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon2 explosion_arch = seft_fc_g_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_01_impact const_effect = pi_photon_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_g_gun01_mark01 ids_name = 263336 ids_info = 264336 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 24 refire_delay = 0.10 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_g_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_fc_g_gun01_mark02_impact effect = pi_photon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_g_gun01_mark02_ammo ids_name = 263337 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon2 explosion_arch = seft_fc_g_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_02_impact const_effect = pi_photon_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_g_gun01_mark02 ids_name = 263337 ids_info = 264337 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 32 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_g_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_g_gun01_mark03_impact effect = pi_photon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_g_gun01_mark03_ammo ids_name = 263338 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_fc_g_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_03_impact const_effect = pi_photon_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_g_gun01_mark03 ids_name = 263338 ids_info = 264338 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 40 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_g_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_g_gun01_mark04_impact effect = pi_photon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_g_gun01_mark04_ammo ids_name = 263339 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_fc_g_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_04_impact const_effect = pi_photon_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_g_gun01_mark04 ids_name = 263339 ids_info = 264339 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 48 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_g_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_u_gun01_mark01_impact effect = pi_neutron_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_u_gun01_mark01_ammo ids_name = 263340 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 648 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron2 explosion_arch = seft_fc_u_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_01_impact const_effect = pi_neutron_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_u_gun01_mark01 ids_name = 263340 ids_info = 264340 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 96 refire_delay = 0.30 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_u_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_u_gun01_mark02_impact effect = pi_neutron_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_u_gun01_mark02_ammo ids_name = 263341 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron2 explosion_arch = seft_fc_u_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_02_impact const_effect = pi_neutron_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_u_gun01_mark02 ids_name = 263341 ids_info = 264341 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 144 refire_delay = 0.40 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_u_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_u_gun01_mark03_impact effect = pi_neutron_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_u_gun01_mark03_ammo ids_name = 263342 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1296 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_fc_u_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_03_impact const_effect = pi_neutron_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_u_gun01_mark03 ids_name = 263342 ids_info = 264342 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 192 refire_delay = 0.50 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_u_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_gc_gun01_mark01_impact effect = pi_photon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_gc_gun01_mark01_ammo ids_name = 263343 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon2 explosion_arch = seft_fc_gc_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_01_impact const_effect = pi_photon_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_gc_gun01_mark01 ids_name = 263343 ids_info = 264343 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 32 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_gc_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_gc_gun01_mark02_impact effect = pi_photon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_gc_gun01_mark02_ammo ids_name = 263344 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_fc_gc_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_02_impact const_effect = pi_photon_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_gc_gun01_mark02 ids_name = 263344 ids_info = 264344 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 48 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_gc_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_gc_gun01_mark03_impact effect = pi_photon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_gc_gun01_mark03_ammo ids_name = 263345 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_fc_gc_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_photon_03_impact const_effect = pi_photon_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_gc_gun01_mark03 ids_name = 263345 ids_info = 264345 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 64 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_photon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_gc_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_lwb_gun01_mark01_impact effect = pi_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lwb_gun01_mark01_ammo ids_name = 263346 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_fc_lwb_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_01_impact const_effect = pi_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lwb_gun01_mark01 ids_name = 263346 ids_info = 264346 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 70 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lwb_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_lwb_gun01_mark02_impact effect = pi_tachyon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lwb_gun01_mark02_ammo ids_name = 263347 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_fc_lwb_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_02_impact const_effect = pi_tachyon_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lwb_gun01_mark02 ids_name = 263347 ids_info = 264347 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 84 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lwb_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_lwb_gun01_mark03_impact effect = pi_tachyon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lwb_gun01_mark03_ammo ids_name = 263348 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_fc_lwb_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_03_impact const_effect = pi_tachyon_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lwb_gun01_mark03 ids_name = 263348 ids_info = 264348 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 98 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lwb_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_fc_lwb_gun01_mark04_impact effect = pi_tachyon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_lwb_gun01_mark04_ammo ids_name = 263349 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_fc_lwb_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_tachyon_04_impact const_effect = pi_tachyon_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_lwb_gun01_mark04 ids_name = 263349 ids_info = 264349 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 112 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_tachyon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_lwb_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_fc_fa_gun01_mark01_impact effect = pi_neutron_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_fa_gun01_mark01_ammo ids_name = 263350 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 648 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_fc_fa_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_01_impact const_effect = pi_neutron_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_fa_gun01_mark01 ids_name = 263350 ids_info = 264350 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 96 refire_delay = 0.30 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_fa_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_fc_fa_gun01_mark02_impact effect = pi_neutron_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_fa_gun01_mark02_ammo ids_name = 263351 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 810 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_fc_fa_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_02_impact const_effect = pi_neutron_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_fa_gun01_mark02 ids_name = 263351 ids_info = 264351 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 120 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_fa_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_fc_fa_gun01_mark03_impact effect = pi_neutron_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_fa_gun01_mark03_ammo ids_name = 263352 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_fc_fa_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_neutron_03_impact const_effect = pi_neutron_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_fa_gun01_mark03 ids_name = 263352 ids_info = 264352 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 144 refire_delay = 0.40 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_neutron_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_fa_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_fc_x_gun01_mark01_impact effect = pi_particle_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_x_gun01_mark01_ammo ids_name = 263353 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 162 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle2 explosion_arch = seft_fc_x_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_01_impact const_effect = pi_particle_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_x_gun01_mark01 ids_name = 263353 ids_info = 264353 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 42 refire_delay = 0.15 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_x_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.2 [Explosion] nickname = seft_fc_x_gun01_mark02_impact effect = pi_particle_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_x_gun01_mark02_ammo ids_name = 263354 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 324 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle2 explosion_arch = seft_fc_x_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_02_impact const_effect = pi_particle_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_x_gun01_mark02 ids_name = 263354 ids_info = 264354 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 84 refire_delay = 0.20 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_x_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_fc_x_gun01_mark03_impact effect = pi_particle_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_x_gun01_mark03_ammo ids_name = 263355 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 486 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle2 explosion_arch = seft_fc_x_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_03_impact const_effect = pi_particle_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_x_gun01_mark03 ids_name = 263355 ids_info = 264355 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 126 refire_delay = 0.25 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_x_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_fc_x_gun01_mark04_impact effect = pi_particle_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = fc_x_gun01_mark04_ammo ids_name = 263356 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 648 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle2 explosion_arch = seft_fc_x_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_particle_04_impact const_effect = pi_particle_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = fc_x_gun01_mark04 ids_name = 263356 ids_info = 264356 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 168 refire_delay = 0.30 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = pi_particle_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = fc_x_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_li_gun01_mark01_impact effect = li_laser_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun01_mark01_ammo ids_name = 263357 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 50 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser1 explosion_arch = seft_li_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_laser_01_impact const_effect = li_laser_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun01_mark01 ids_name = 263357 ids_info = 264357 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 10 refire_delay = 0.06 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = li_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.2 [Explosion] nickname = seft_li_gun01_mark02_impact effect = li_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun01_mark02_ammo ids_name = 263358 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 100 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser1 explosion_arch = seft_li_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_laser_02_impact const_effect = li_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun01_mark02 ids_name = 263358 ids_info = 264358 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 20 refire_delay = 0.08 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = li_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_li_gun01_mark03_impact effect = li_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun01_mark03_ammo ids_name = 263359 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 150 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser2 explosion_arch = seft_li_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_laser_02_impact const_effect = li_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun01_mark03 ids_name = 263359 ids_info = 264359 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 30 refire_delay = 0.10 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = li_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_li_gun01_mark04_impact effect = li_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun01_mark04_ammo ids_name = 263360 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser2 explosion_arch = seft_li_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_laser_03_impact const_effect = li_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun01_mark04 ids_name = 263360 ids_info = 264360 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 40 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = li_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_li_gun01_mark05_impact effect = li_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun01_mark05_ammo ids_name = 263361 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_li_gun01_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_laser_03_impact const_effect = li_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun01_mark05 ids_name = 263361 ids_info = 264361 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 50 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = li_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun01_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_li_gun01_mark06_impact effect = li_laser_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun01_mark06_ammo ids_name = 263362 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_li_gun01_mark06_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_laser_04_impact const_effect = li_laser_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun01_mark06 ids_name = 263362 ids_info = 264362 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 60 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = li_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun01_mark06_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_li_gun01_mark06_m11_impact effect = li_laser_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun01_mark06_m11_ammo ids_name = 263363 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_li_gun01_mark06_m11_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_laser_04_impact const_effect = li_laser_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun01_mark06_m11 ids_name = 263363 ids_info = 264363 DA_archetype = equipment\models\weapons\li_heavy_ion_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 60 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = li_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun01_mark06_m11_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_li_gun02_mark01_impact effect = li_plasma_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun02_mark01_ammo ids_name = 263364 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 348 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma1 explosion_arch = seft_li_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_plasma_01_impact const_effect = li_plasma_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun02_mark01 ids_name = 263364 ids_info = 264364 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 48 refire_delay = 0.30 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = li_plasma_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.2 [Explosion] nickname = seft_li_gun02_mark02_impact effect = li_plasma_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun02_mark02_ammo ids_name = 263365 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 696 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma1 explosion_arch = seft_li_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_plasma_02_impact const_effect = li_plasma_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun02_mark02 ids_name = 263365 ids_info = 264365 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 96 refire_delay = 0.40 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = li_plasma_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_li_gun02_mark03_impact effect = li_plasma_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun02_mark03_ammo ids_name = 263366 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1044 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma2 explosion_arch = seft_li_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_plasma_02_impact const_effect = li_plasma_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun02_mark03 ids_name = 263366 ids_info = 264366 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 144 refire_delay = 0.50 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = li_plasma_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_li_gun02_mark04_impact effect = li_plasma_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun02_mark04_ammo ids_name = 263367 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1392 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma2 explosion_arch = seft_li_gun02_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_plasma_03_impact const_effect = li_plasma_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun02_mark04 ids_name = 263367 ids_info = 264367 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 192 refire_delay = 0.60 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = li_plasma_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun02_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_li_gun02_mark05_impact effect = li_plasma_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun02_mark05_ammo ids_name = 263368 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1740 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma3 explosion_arch = seft_li_gun02_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_plasma_03_impact const_effect = li_plasma_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun02_mark05 ids_name = 263368 ids_info = 264368 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 240 refire_delay = 0.70 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = li_plasma_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun02_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_li_gun02_mark06_impact effect = li_plasma_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gun02_mark06_ammo ids_name = 263369 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2088 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma3 explosion_arch = seft_li_gun02_mark06_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_plasma_04_impact const_effect = li_plasma_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gun02_mark06 ids_name = 263369 ids_info = 264369 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 288 refire_delay = 0.80 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = li_plasma_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gun02_mark06_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_li_cruiser_turret01_impact effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_cruiser_turret01_ammo ids_name = 263376 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_li_cruiser_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_missile01_impact const_effect = li_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_cruiser_turret01 ids_name = 263376 ids_info = 264376 DA_archetype = equipment\models\turret\li_turret05b.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = li_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_cruiser_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_cruiser_turret02_impact effect = li_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_cruiser_turret02_ammo ids_name = 263380 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_li_cruiser_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_capgun_01_impact const_effect = li_laser_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_cruiser_turret02 ids_name = 263380 ids_info = 264380 DA_archetype = equipment\models\turret\li_turret05b.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = li_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_cruiser_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_cruiser_forward_gun01_impact effect = explosion_li_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_cruiser_forward_gun01_ammo ids_name = 263377 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 60000 energy_damage = 0 one_shot_sound = fire_capship_forward_gun explosion_arch = seft_li_cruiser_forward_gun01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_li_fighter const_effect = li_cruiser_maingun lifetime = 1.8 force_gun_ori = true mass = 1 volume = 0 [Gun] nickname = li_cruiser_forward_gun01 ids_name = 263377 ids_info = 264377 DA_archetype = equipment\models\turret\li_cruiser_gun01.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_3 damage_per_fire = 0 power_usage = 280 refire_delay = 1.5 muzzle_velocity = 1075 toughness = 1 flash_particle_name = li_missile02_impact flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_cruiser_forward_gun01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = li_cruiser_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = li_cruiser_missile_turret01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = li_cruiser_missile_turret01_ammo ids_name = 263378 explosion_arch = li_cruiser_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = li_cruiser_missile_turret01_motor force_gun_ori = false const_effect = li_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = li_cruiser_missile_turret01 ids_name = 263378 ids_info = 264378 DA_archetype = equipment\models\turret\li_turret05.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 1600 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = li_cruiser_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_gunboat_turret01_impact effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gunboat_turret01_ammo ids_name = 459127 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_li_gunboat_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_missile01_impact const_effect = li_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gunboat_turret01 ids_name = 459127 ids_info = 460127 DA_archetype = equipment\models\turret\li_turret05b.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = li_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gunboat_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_gunboat_turret02_impact effect = li_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gunboat_turret02_ammo ids_name = 459129 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_li_gunboat_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_capgun_01_impact const_effect = li_laser_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_gunboat_turret02 ids_name = 459129 ids_info = 460129 DA_archetype = equipment\models\turret\li_turret05b.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = li_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gunboat_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_gunboat_forward_gun01_impact effect = explosion_li_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_gunboat_forward_gun01_ammo ids_name = 263377 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 60000 energy_damage = 0 one_shot_sound = fire_capship_forward_gun explosion_arch = seft_li_gunboat_forward_gun01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_li_fighter const_effect = li_cruiser_maingun lifetime = 1.8 force_gun_ori = true mass = 1 volume = 0 [Gun] nickname = li_gunboat_forward_gun01 ids_name = 263377 ids_info = 264377 DA_archetype = equipment\models\turret\li_turret05b.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_gun_special_10 damage_per_fire = 0 power_usage = 280 refire_delay = 1.5 muzzle_velocity = 1075 toughness = 1 flash_particle_name = li_missile02_impact flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_gunboat_forward_gun01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = li_gunboat_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = li_gunboat_missile_turret01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = li_gunboat_missile_turret01_ammo ids_name = 459128 explosion_arch = li_gunboat_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = li_gunboat_missile_turret01_motor force_gun_ori = false const_effect = li_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = li_gunboat_missile_turret01 ids_name = 459128 ids_info = 460128 DA_archetype = equipment\models\turret\li_turret05.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 1600 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = li_gunboat_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_battleship_turret01_impact effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_battleship_turret01_ammo ids_name = 263379 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_li_battleship_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_missile01_impact const_effect = li_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_battleship_turret01 ids_name = 263379 ids_info = 264379 DA_archetype = equipment\models\turret\li_turret03.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = li_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = li_battleship_flak_turret01_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = li_battleship_flak_turret01_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1320 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = li_battleship_flak_turret01_ammo ids_name = 263383 explosion_arch = li_battleship_flak_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = li_battleship_flak_turret01_motor force_gun_ori = false const_effect = li_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = li_battleship_flak_turret01 ids_name = 263383 ids_info = 264383 DA_archetype = equipment\models\turret\li_turret04b.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 400 refire_delay = 0.5 muzzle_velocity = 1000 toughness = 1 flash_particle_name = li_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_battleship_flak_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = li_battleship_flak_turret02_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = li_battleship_flak_turret02_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1650 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = li_battleship_flak_turret02_ammo ids_name = 263382 explosion_arch = li_battleship_flak_turret02_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = li_battleship_flak_turret02_motor force_gun_ori = false const_effect = li_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = li_battleship_flak_turret02 ids_name = 263382 ids_info = 264382 DA_archetype = equipment\models\turret\li_turret04b.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 500 refire_delay = 0.625 muzzle_velocity = 1000 toughness = 1 flash_particle_name = li_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_battleship_flak_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = li_battleship_missile_turret01_motor lifetime = 14 accel = 15 delay = 0 [Explosion] nickname = li_battleship_missile_turret01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 50000 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = li_battleship_missile_turret01_ammo ids_name = 263384 explosion_arch = li_battleship_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 14 Motor = li_battleship_missile_turret01_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = li_battleship_missile_turret01 ids_name = 263384 ids_info = 264384 DA_archetype = equipment\models\turret\li_turret04.cmp material_library = equipment\models\li_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 3200 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = li_battleship_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_prison_turret01_impact effect = li_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_prison_turret01_ammo ids_name = 263385 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_li_prison_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_capgun_01_impact const_effect = li_laser_02_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_prison_turret01 ids_name = 263385 ids_info = 264385 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = li_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_prison_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_gun01_mark01_impact effect = br_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gun01_mark01_ammo ids_name = 263386 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon2 explosion_arch = seft_br_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_tachyon_01_impact const_effect = br_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gun01_mark01 ids_name = 263386 ids_info = 264386 DA_archetype = equipment\models\weapons\br_mass_driver.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 56 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = br_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_br_gun01_mark02_impact effect = br_tachyon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gun01_mark02_ammo ids_name = 263387 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_br_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_tachyon_02_impact const_effect = br_tachyon_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gun01_mark02 ids_name = 263387 ids_info = 264387 DA_archetype = equipment\models\weapons\br_mass_driver.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 70 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = br_tachyon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_br_gun01_mark03_impact effect = br_tachyon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gun01_mark03_ammo ids_name = 263388 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_br_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_tachyon_03_impact const_effect = br_tachyon_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gun01_mark03 ids_name = 263388 ids_info = 264388 DA_archetype = equipment\models\weapons\br_mass_driver.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 84 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = br_tachyon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_br_gun01_mark04_impact effect = br_tachyon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gun01_mark04_ammo ids_name = 263389 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_br_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_tachyon_04_impact const_effect = br_tachyon_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gun01_mark04 ids_name = 263389 ids_info = 264389 DA_archetype = equipment\models\weapons\br_mass_driver.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 98 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = br_tachyon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_br_gun02_mark01_impact effect = br_particle_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gun02_mark01_ammo ids_name = 263390 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 648 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle2 explosion_arch = seft_br_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_particle_01_impact const_effect = br_particle_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gun02_mark01 ids_name = 263390 ids_info = 264390 DA_archetype = equipment\models\weapons\br_railgun.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 168 refire_delay = 0.30 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = br_particle_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_br_gun02_mark02_impact effect = br_particle_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gun02_mark02_ammo ids_name = 263391 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 810 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle3 explosion_arch = seft_br_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_particle_02_impact const_effect = br_particle_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gun02_mark02 ids_name = 263391 ids_info = 264391 DA_archetype = equipment\models\weapons\br_railgun.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 210 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = br_particle_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_br_gun02_mark03_impact effect = br_particle_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gun02_mark03_ammo ids_name = 263392 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle3 explosion_arch = seft_br_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_particle_03_impact const_effect = br_particle_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gun02_mark03 ids_name = 263392 ids_info = 264392 DA_archetype = equipment\models\weapons\br_railgun.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 252 refire_delay = 0.40 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = br_particle_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_br_gun02_mark04_impact effect = br_particle_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gun02_mark04_ammo ids_name = 263393 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1134 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_particle4 explosion_arch = seft_br_gun02_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_particle_04_impact const_effect = br_particle_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gun02_mark04 ids_name = 263393 ids_info = 264393 DA_archetype = equipment\models\weapons\br_railgun.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 294 refire_delay = 0.45 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = br_particle_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gun02_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_br_destroyer_turret01_impact effect = br_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_destroyer_turret01_ammo ids_name = 263400 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_br_destroyer_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_missile01_impact const_effect = br_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_destroyer_turret01 ids_name = 263400 ids_info = 264400 DA_archetype = equipment\models\turret\br_turret04b.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = br_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_destroyer_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_destroyer_turret02_impact effect = br_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_destroyer_turret02_ammo ids_name = 263403 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_br_destroyer_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_capgun_01_impact const_effect = br_particle_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_destroyer_turret02 ids_name = 263403 ids_info = 264403 DA_archetype = equipment\models\turret\br_turret04b.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_destroyer_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = br_destroyer_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = br_destroyer_missile_turret01_explosion effect = br_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = br_destroyer_missile_turret01_ammo ids_name = 263404 explosion_arch = br_destroyer_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = br_destroyer_missile_turret01_motor force_gun_ori = false const_effect = br_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = br_destroyer_missile_turret01 ids_name = 263404 ids_info = 264404 DA_archetype = equipment\models\turret\br_turret04.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 1600 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = br_destroyer_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_gunboat_turret01_impact effect = br_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gunboat_turret01_ammo ids_name = 263410 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_br_gunboat_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_missile01_impact const_effect = br_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gunboat_turret01 ids_name = 263410 ids_info = 264410 DA_archetype = equipment\models\turret\br_turret04b.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = br_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gunboat_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_gunboat_turret02_impact effect = br_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gunboat_turret02_ammo ids_name = 263405 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_br_gunboat_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_capgun_01_impact const_effect = br_particle_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_gunboat_turret02 ids_name = 263405 ids_info = 264405 DA_archetype = equipment\models\turret\br_turret04b.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gunboat_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_gunboat_forward_gun01_impact effect = explosion_br_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_gunboat_forward_gun01_ammo ids_name = 263407 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 60000 energy_damage = 0 one_shot_sound = fire_capship_forward_gun explosion_arch = seft_br_gunboat_forward_gun01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_br_fighter const_effect = br_gunboat_maingun lifetime = 1.8 force_gun_ori = true mass = 1 volume = 0 [Gun] nickname = br_gunboat_forward_gun01 ids_name = 263407 ids_info = 264407 DA_archetype = equipment\models\turret\br_gunboat_gun01.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_10 damage_per_fire = 0 power_usage = 280 refire_delay = 1.5 muzzle_velocity = 1075 toughness = 1 flash_particle_name = br_missile02_impact flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_gunboat_forward_gun01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true LODranges = 0, 1200 MedmLODOp = 0, 12000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = br_gunboat_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = br_gunboat_missile_turret01_explosion effect = br_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = br_gunboat_missile_turret01_ammo ids_name = 263408 explosion_arch = br_gunboat_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = br_gunboat_missile_turret01_motor force_gun_ori = false const_effect = br_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = br_gunboat_missile_turret01 ids_name = 263408 ids_info = 264408 DA_archetype = equipment\models\turret\br_turret04.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 1600 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = br_gunboat_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_battleship_turret01_impact effect = br_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_battleship_turret01_ammo ids_name = 263409 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_br_battleship_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_missile01_impact const_effect = br_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_battleship_turret01 ids_name = 263409 ids_info = 264409 DA_archetype = equipment\models\turret\br_turret03.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = br_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = br_battleship_flak_turret01_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = br_battleship_flak_turret01_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1320 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = br_battleship_flak_turret01_ammo ids_name = 263413 explosion_arch = br_battleship_flak_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = br_battleship_flak_turret01_motor force_gun_ori = false const_effect = br_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = br_battleship_flak_turret01 ids_name = 263413 ids_info = 264413 DA_archetype = equipment\models\turret\br_turret03.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 400 refire_delay = 0.5 muzzle_velocity = 1000 toughness = 1 flash_particle_name = br_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_battleship_flak_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = br_battleship_flak_turret02_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = br_battleship_flak_turret02_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1650 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = br_battleship_flak_turret02_ammo ids_name = 263412 explosion_arch = br_battleship_flak_turret02_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = br_battleship_flak_turret02_motor force_gun_ori = false const_effect = br_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = br_battleship_flak_turret02 ids_name = 263412 ids_info = 264412 DA_archetype = equipment\models\turret\br_turret03.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 500 refire_delay = 0.625 muzzle_velocity = 1000 toughness = 1 flash_particle_name = br_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_battleship_flak_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = br_battleship_missile_turret01_motor lifetime = 14 accel = 15 delay = 0 [Explosion] nickname = br_battleship_missile_turret01_explosion effect = br_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 50000 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = br_battleship_missile_turret01_ammo ids_name = 263414 explosion_arch = br_battleship_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 14 Motor = br_battleship_missile_turret01_motor force_gun_ori = false const_effect = br_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = br_battleship_missile_turret01 ids_name = 263414 ids_info = 264414 DA_archetype = equipment\models\turret\br_turret02.cmp material_library = equipment\models\br_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 3200 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = br_battleship_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_prison_turret01_impact effect = br_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_prison_turret01_ammo ids_name = 263415 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_br_prison_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_capgun_01_impact const_effect = br_particle_04_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_prison_turret01 ids_name = 263415 ids_info = 264415 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_prison_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_gun01_mark01_impact effect = ku_neutron_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gun01_mark01_ammo ids_name = 263416 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 810 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_ku_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_neutron_01_impact const_effect = ku_neutron_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gun01_mark01 ids_name = 263416 ids_info = 264416 DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 120 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = ku_neutron_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_ku_gun01_mark02_impact effect = ku_neutron_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gun01_mark02_ammo ids_name = 263417 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 972 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron3 explosion_arch = seft_ku_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_neutron_02_impact const_effect = ku_neutron_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gun01_mark02 ids_name = 263417 ids_info = 264417 DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 144 refire_delay = 0.40 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = ku_neutron_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_ku_gun01_mark03_impact effect = ku_neutron_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gun01_mark03_ammo ids_name = 263418 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1134 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron4 explosion_arch = seft_ku_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_neutron_03_impact const_effect = ku_neutron_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gun01_mark03 ids_name = 263418 ids_info = 264418 DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 168 refire_delay = 0.45 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = ku_neutron_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_ku_gun01_mark04_impact effect = ku_neutron_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gun01_mark04_ammo ids_name = 263419 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1296 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_neutron4 explosion_arch = seft_ku_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_neutron_04_impact const_effect = ku_neutron_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gun01_mark04 ids_name = 263419 ids_info = 264419 DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 192 refire_delay = 0.50 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = ku_neutron_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_ku_gun02_mark01_impact effect = ku_photon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gun02_mark01_ammo ids_name = 263420 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 250 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_ku_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_photon_01_impact const_effect = ku_photon_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gun02_mark01 ids_name = 263420 ids_info = 264420 DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 40 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ku_photon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_ku_gun02_mark02_impact effect = ku_photon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gun02_mark02_ammo ids_name = 263421 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon3 explosion_arch = seft_ku_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_photon_02_impact const_effect = ku_photon_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gun02_mark02 ids_name = 263421 ids_info = 264421 DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 48 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ku_photon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_ku_gun02_mark03_impact effect = ku_photon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gun02_mark03_ammo ids_name = 263422 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon4 explosion_arch = seft_ku_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_photon_03_impact const_effect = ku_photon_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gun02_mark03 ids_name = 263422 ids_info = 264422 DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 56 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ku_photon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_ku_gun02_mark04_impact effect = ku_photon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gun02_mark04_ammo ids_name = 263423 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_photon4 explosion_arch = seft_ku_gun02_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_photon_04_impact const_effect = ku_photon_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gun02_mark04 ids_name = 263423 ids_info = 264423 DA_archetype = equipment\models\weapons\ku_ion_blaster.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 64 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ku_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gun02_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Gun] nickname = wtfgun ids_name = 458879 ids_info = 459879 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 999999 mass = 10 hp_gun_type = hp_turret_special_4 damage_per_fire = 0 power_usage = 15 refire_delay = 0.06875 muzzle_velocity = 5100 projectile_archetype = ku_gunboat_turret02_ammo toughness = 1 flash_particle_name = ku_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_ku_destroyer_turret01_impact effect = ku_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_destroyer_turret01_ammo ids_name = 263430 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_ku_destroyer_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_missile01_impact const_effect = ku_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_destroyer_turret01 ids_name = 263430 ids_info = 264430 DA_archetype = equipment\models\turret\ku_turret04.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ku_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_destroyer_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_destroyer_turret02_impact effect = ku_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_destroyer_turret02_ammo ids_name = 263432 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_ku_destroyer_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_capgun_01_impact const_effect = ku_neutron_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_destroyer_turret02 ids_name = 263432 ids_info = 264432 DA_archetype = equipment\models\turret\ku_turret04.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ku_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_destroyer_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = ku_destroyer_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = ku_destroyer_missile_turret01_explosion effect = ku_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = ku_destroyer_missile_turret01_ammo ids_name = 263433 explosion_arch = ku_destroyer_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = ku_destroyer_missile_turret01_motor force_gun_ori = false const_effect = ku_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = ku_destroyer_missile_turret01 ids_name = 263433 ids_info = 264433 DA_archetype = equipment\models\turret\ku_turret04.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = ku_destroyer_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_gunboat_turret01_impact effect = ku_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gunboat_turret01_ammo ids_name = 263438 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_ku_gunboat_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_missile01_impact const_effect = ku_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gunboat_turret01 ids_name = 263438 ids_info = 264438 DA_archetype = equipment\models\turret\ku_turret04.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ku_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gunboat_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_gunboat_turret02_impact effect = ku_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gunboat_turret02_ammo ids_name = 263434 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_ku_gunboat_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_capgun_01_impact const_effect = ku_neutron_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_gunboat_turret02 ids_name = 263434 ids_info = 264434 DA_archetype = equipment\models\turret\ku_turret04.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ku_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gunboat_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_gunboat_forward_gun01_impact effect = explosion_ku_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_gunboat_forward_gun01_ammo ids_name = 263435 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 60000 energy_damage = 0 one_shot_sound = fire_capship_forward_gun explosion_arch = seft_ku_gunboat_forward_gun01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_ku_fighter const_effect = ku_gunboat_maingun lifetime = 1.8 force_gun_ori = true mass = 1 volume = 0 [Gun] nickname = ku_gunboat_forward_gun01 ids_name = 263435 ids_info = 264435 DA_archetype = equipment\models\turret\ku_gunboat_gun01.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_10 damage_per_fire = 0 power_usage = 280 refire_delay = 1.5 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ku_missile02_impact flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_gunboat_forward_gun01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true LODranges = 0, 1200 MedmLODOp = 0, 12000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = ku_gunboat_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = ku_gunboat_missile_turret01_explosion effect = ku_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = ku_gunboat_missile_turret01_ammo ids_name = 263436 explosion_arch = ku_gunboat_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = ku_gunboat_missile_turret01_motor force_gun_ori = false const_effect = ku_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = ku_gunboat_missile_turret01 ids_name = 263436 ids_info = 264436 DA_archetype = equipment\models\turret\ku_turret04.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = ku_gunboat_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_battleship_turret01_impact effect = ku_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_battleship_turret01_ammo ids_name = 263437 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_ku_battleship_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_missile01_impact const_effect = ku_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_battleship_turret01 ids_name = 263437 ids_info = 264437 DA_archetype = equipment\models\turret\ku_turret01.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ku_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = ku_battleship_flak_turret01_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = ku_battleship_flak_turret01_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1320 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = ku_battleship_flak_turret01_ammo ids_name = 263441 explosion_arch = ku_battleship_flak_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = ku_battleship_flak_turret01_motor force_gun_ori = false const_effect = ku_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = ku_battleship_flak_turret01 ids_name = 263441 ids_info = 264441 DA_archetype = equipment\models\turret\ku_turret02.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 400 refire_delay = 0.5 muzzle_velocity = 1000 toughness = 1 flash_particle_name = ku_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_battleship_flak_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = ku_battleship_flak_turret02_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = ku_battleship_flak_turret02_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1650 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = ku_battleship_flak_turret02_ammo ids_name = 263440 explosion_arch = ku_battleship_flak_turret02_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = ku_battleship_flak_turret02_motor force_gun_ori = false const_effect = ku_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = ku_battleship_flak_turret02 ids_name = 263440 ids_info = 264440 DA_archetype = equipment\models\turret\ku_turret02.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 500 refire_delay = 0.625 muzzle_velocity = 1000 toughness = 1 flash_particle_name = ku_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_battleship_flak_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = ku_battleship_missile_turret01_motor lifetime = 14 accel = 15 delay = 0 [Explosion] nickname = ku_battleship_missile_turret01_explosion effect = ku_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 50000 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = ku_battleship_missile_turret01_ammo ids_name = 263442 explosion_arch = ku_battleship_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 14 Motor = ku_battleship_missile_turret01_motor force_gun_ori = false const_effect = ku_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = ku_battleship_missile_turret01 ids_name = 263442 ids_info = 264442 DA_archetype = equipment\models\turret\ku_turret03.cmp material_library = equipment\models\ku_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 3200 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = ku_battleship_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_prison_turret01_impact effect = ku_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_prison_turret01_ammo ids_name = 263443 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_ku_prison_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_capgun_01_impact const_effect = ku_photon_01_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_prison_turret01 ids_name = 263443 ids_info = 264443 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ku_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_prison_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_gun01_mark01_m1_impact effect = rh_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun01_mark01_m1_ammo ids_name = 263444 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 50 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_rh_gun01_mark01_m1_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_tachyon_01_impact const_effect = rh_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun01_mark01_m1 ids_name = 263444 ids_info = 264444 DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 14 refire_delay = 0.06 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun01_mark01_m1_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.2 [Explosion] nickname = seft_rh_gun01_mark01_m3_impact effect = rh_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun01_mark01_m3_ammo ids_name = 263445 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 150 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_rh_gun01_mark01_m3_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_tachyon_01_impact const_effect = rh_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun01_mark01_m3 ids_name = 263445 ids_info = 264445 DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 42 refire_delay = 0.10 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun01_mark01_m3_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_rh_gun01_mark01_impact effect = rh_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun01_mark01_ammo ids_name = 263446 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_rh_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_tachyon_01_impact const_effect = rh_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun01_mark01 ids_name = 263446 ids_info = 264446 DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 84 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_rh_gun01_mark00_impact effect = rh_tachyon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun01_mark00_ammo ids_name = 458872 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 200 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon3 explosion_arch = seft_rh_gun01_mark00_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_tachyon_01_impact const_effect = rh_tachyon_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun01_mark00 ids_name = 458872 ids_info = 459872 DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_4 damage_per_fire = 0 power_usage = 56 refire_delay = 0.12 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun01_mark00_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_rh_gun01_mark02_impact effect = rh_tachyon_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun01_mark02_ammo ids_name = 263447 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_rh_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_tachyon_02_impact const_effect = rh_tachyon_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun01_mark02 ids_name = 263447 ids_info = 264447 DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 98 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_tachyon_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_rh_gun01_mark03_impact effect = rh_tachyon_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun01_mark03_ammo ids_name = 263448 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon4 explosion_arch = seft_rh_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_tachyon_03_impact const_effect = rh_tachyon_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun01_mark03 ids_name = 263448 ids_info = 264448 DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 112 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_tachyon_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_rh_gun01_mark04_impact effect = rh_tachyon_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun01_mark04_ammo ids_name = 263449 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 450 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon5 explosion_arch = seft_rh_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_tachyon_04_impact const_effect = rh_tachyon_04_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun01_mark04 ids_name = 263449 ids_info = 264449 DA_archetype = equipment\models\weapons\rh_gamma_beamer.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 126 refire_delay = 0.22 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_tachyon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_rh_gun02_mark01_impact effect = rh_plasma_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun02_mark01_ammo ids_name = 263450 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2088 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma3 explosion_arch = seft_rh_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_plasma_01_impact const_effect = rh_plasma_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun02_mark01 ids_name = 263450 ids_info = 264450 DA_archetype = equipment\models\weapons\rh_proton_blaster.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 288 refire_delay = 0.80 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_plasma_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_rh_gun02_mark02_impact effect = rh_plasma_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun02_mark02_ammo ids_name = 263451 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2436 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma4 explosion_arch = seft_rh_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_plasma_02_impact const_effect = rh_plasma_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun02_mark02 ids_name = 263451 ids_info = 264451 DA_archetype = equipment\models\weapons\rh_proton_blaster.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 336 refire_delay = 0.90 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_plasma_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_rh_gun02_mark03_impact effect = rh_plasma_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun02_mark03_ammo ids_name = 263452 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2784 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma4 explosion_arch = seft_rh_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_plasma_03_impact const_effect = rh_plasma_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun02_mark03 ids_name = 263452 ids_info = 264452 DA_archetype = equipment\models\weapons\rh_proton_blaster.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 384 refire_delay = 1.00 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_plasma_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_rh_gun02_mark04_impact effect = rh_plasma_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gun02_mark04_ammo ids_name = 263453 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3112 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_plasma5 explosion_arch = seft_rh_gun02_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_plasma_04_impact const_effect = rh_plasma_04_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gun02_mark04 ids_name = 263453 ids_info = 264453 DA_archetype = equipment\models\weapons\rh_proton_blaster.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_9 damage_per_fire = 0 power_usage = 432 refire_delay = 1.10 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = rh_plasma_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gun02_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 40, 80, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1 [Explosion] nickname = seft_rh_cruiser_turret01_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_cruiser_turret01_ammo ids_name = 263460 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_rh_cruiser_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_cruiser_turret01 ids_name = 263460 ids_info = 264460 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_cruiser_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_cruiser_turret01_rtc_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_cruiser_turret01_rtc_ammo ids_name = 263461 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_rh_cruiser_turret01_rtc_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_cruiser_turret01_rtc ids_name = 263461 ids_info = 264461 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_cruiser_turret01_rtc_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_cruiser_turret02_impact effect = rh_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_cruiser_turret02_ammo ids_name = 263466 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_rh_cruiser_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_capgun_01_impact const_effect = rh_plasma_02_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_cruiser_turret02 ids_name = 263466 ids_info = 264466 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_cruiser_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_cruiser_turret02_rtc_impact effect = rh_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_cruiser_turret02_rtc_ammo ids_name = 263467 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_rh_cruiser_turret02_rtc_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_capgun_01_impact const_effect = rh_photon_04_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_cruiser_turret02_rtc ids_name = 263467 ids_info = 264467 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 100 refire_delay = 0.125 muzzle_velocity = 8600 toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_cruiser_turret02_rtc_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_cruiser_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = rh_cruiser_missile_turret01_explosion effect = rh_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = rh_cruiser_missile_turret01_ammo ids_name = 263468 explosion_arch = rh_cruiser_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = rh_cruiser_missile_turret01_motor force_gun_ori = false const_effect = rh_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = rh_cruiser_missile_turret01 ids_name = 263468 ids_info = 264468 DA_archetype = equipment\models\turret\rh_turret02.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 1600 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = rh_cruiser_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_gunboat_turret01_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gunboat_turret01_ammo ids_name = 263469 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_rh_gunboat_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gunboat_turret01 ids_name = 263469 ids_info = 264469 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gunboat_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_gunboat_turret02_impact effect = rh_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gunboat_turret02_ammo ids_name = 263474 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_rh_gunboat_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_capgun_01_impact const_effect = rh_plasma_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_gunboat_turret02 ids_name = 263474 ids_info = 264474 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 100 refire_delay = 0.125 muzzle_velocity = 8600 toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gunboat_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_gunboat_forward_gun01_impact effect = explosion_rh_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_gunboat_forward_gun01_ammo ids_name = 263471 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 60000 energy_damage = 0 one_shot_sound = fire_capship_forward_gun explosion_arch = seft_rh_gunboat_forward_gun01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_rh_fighter const_effect = rh_gunboat_maingun lifetime = 1.8 force_gun_ori = true mass = 1 volume = 0 [Gun] nickname = rh_gunboat_forward_gun01 ids_name = 263471 ids_info = 264471 DA_archetype = equipment\models\turret\rh_gunboat_gun01.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_10 damage_per_fire = 0 power_usage = 280 refire_delay = 1.5 muzzle_velocity = 1075 toughness = 1 flash_particle_name = rh_missile02_impact flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_gunboat_forward_gun01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 0 lootable = true LODranges = 0, 1200 MedmLODOp = 0, 12000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_gunboat_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = rh_gunboat_missile_turret01_explosion effect = rh_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = rh_gunboat_missile_turret01_ammo ids_name = 263472 explosion_arch = rh_gunboat_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = rh_gunboat_missile_turret01_motor force_gun_ori = false const_effect = rh_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = rh_gunboat_missile_turret01 ids_name = 263472 ids_info = 264472 DA_archetype = equipment\models\turret\rh_turret03.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 1600 refire_delay = 8 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = rh_gunboat_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_battleship_turret01_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_battleship_turret01_ammo ids_name = 263473 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_rh_battleship_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_battleship_turret01 ids_name = 263473 ids_info = 264473 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_battleship_flak_turret01_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = rh_battleship_flak_turret01_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1320 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = rh_battleship_flak_turret01_ammo ids_name = 263477 explosion_arch = rh_battleship_flak_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = rh_battleship_flak_turret01_motor force_gun_ori = false const_effect = rh_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = rh_battleship_flak_turret01 ids_name = 263477 ids_info = 264477 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 400 refire_delay = 0.5 muzzle_velocity = 1000 toughness = 1 flash_particle_name = rh_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_battleship_flak_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_battleship_flak_turret02_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = rh_battleship_flak_turret02_explosion effect = explosion_super_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1650 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = rh_battleship_flak_turret02_ammo ids_name = 263476 explosion_arch = rh_battleship_flak_turret02_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = rh_battleship_flak_turret02_motor force_gun_ori = false const_effect = rh_flakcannon01_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = rh_battleship_flak_turret02 ids_name = 263476 ids_info = 264476 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 500 refire_delay = 0.625 muzzle_velocity = 1000 toughness = 1 flash_particle_name = rh_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_battleship_flak_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_battleship_missile_turret01_motor lifetime = 14 accel = 15 delay = 0 [Explosion] nickname = rh_battleship_missile_turret01_explosion effect = rh_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 50000 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = rh_battleship_missile_turret01_ammo ids_name = 263478 explosion_arch = rh_battleship_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 14 Motor = rh_battleship_missile_turret01_motor force_gun_ori = false const_effect = rh_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = rh_battleship_missile_turret01 ids_name = 263478 ids_info = 264478 DA_archetype = equipment\models\turret\rh_turret01.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 4800 refire_delay = 12 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = rh_battleship_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_battleship_turret01_a_impact effect = pi_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_battleship_turret01_a_ammo ids_name = 263479 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_rh_battleship_turret01_a_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_missile01_impact const_effect = sp_bloodhound_03_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_battleship_turret01_a ids_name = 263479 ids_info = 264479 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_huge parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_battleship_turret01_a_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_battleship_flak_turret01_a_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = rh_battleship_flak_turret01_a_explosion effect = explosion_super_nomad_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1320 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_nomad_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = rh_battleship_flak_turret01_a_ammo ids_name = 263483 explosion_arch = rh_battleship_flak_turret01_a_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = rh_battleship_flak_turret01_a_motor force_gun_ori = false const_effect = sp_bloodhound_02_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = rh_battleship_flak_turret01_a ids_name = 263483 ids_info = 264483 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 400 refire_delay = 0.5 muzzle_velocity = 1000 toughness = 1 flash_particle_name = rh_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_battleship_flak_turret01_a_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_battleship_flak_turret02_a_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = rh_battleship_flak_turret02_a_explosion effect = explosion_super_nomad_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1650 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_nomad_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = rh_battleship_flak_turret02_a_ammo ids_name = 263482 explosion_arch = rh_battleship_flak_turret02_a_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_capship detonation_dist = 60 lifetime = 1 Motor = rh_battleship_flak_turret02_a_motor force_gun_ori = false const_effect = sp_bloodhound_02_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = rh_battleship_flak_turret02_a ids_name = 263482 ids_info = 264482 DA_archetype = equipment\models\turret\rh_turret04.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 500 refire_delay = 0.625 muzzle_velocity = 1000 toughness = 1 flash_particle_name = rh_flakcannon01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_battleship_flak_turret02_a_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 10 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_battleship_missile_turret01_a_motor lifetime = 14 accel = 15 delay = 0 [Explosion] nickname = rh_battleship_missile_turret01_a_explosion effect = pi_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 50000 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = rh_battleship_missile_turret01_a_ammo ids_name = 263484 explosion_arch = rh_battleship_missile_turret01_a_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 14 Motor = rh_battleship_missile_turret01_a_motor force_gun_ori = false const_effect = sp_bloodhound_01_proj HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = rh_battleship_missile_turret01_a ids_name = 263484 ids_info = 264484 DA_archetype = equipment\models\turret\rh_turret01.cmp material_library = equipment\models\rh_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 4800 refire_delay = 12 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = rh_battleship_missile_turret01_a_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_prison_turret01_impact effect = rh_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_prison_turret01_ammo ids_name = 263485 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_rh_prison_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_capgun_01_impact const_effect = rh_plasma_04_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_prison_turret01 ids_name = 263485 ids_info = 264485 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_med parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_prison_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_co_gun01_mark01_impact effect = ci_laser_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun01_mark01_ammo ids_name = 263486 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 50 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser1 explosion_arch = seft_co_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_laser_01_impact const_effect = ci_laser_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun01_mark01 ids_name = 263486 ids_info = 264486 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 10 refire_delay = 0.06 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.2 [Explosion] nickname = seft_co_gun01_mark02_impact effect = ci_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun01_mark02_ammo ids_name = 263487 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 100 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser1 explosion_arch = seft_co_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_laser_02_impact const_effect = ci_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun01_mark02 ids_name = 263487 ids_info = 264487 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 20 refire_delay = 0.08 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_co_gun01_mark03_impact effect = ci_laser_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun01_mark03_ammo ids_name = 263488 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 150 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser2 explosion_arch = seft_co_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_laser_02_impact const_effect = ci_laser_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun01_mark03 ids_name = 263488 ids_info = 264488 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 30 refire_delay = 0.10 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_co_gun01_mark04_impact effect = ci_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun01_mark04_ammo ids_name = 263489 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 300 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser3 explosion_arch = seft_co_gun01_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_laser_03_impact const_effect = ci_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun01_mark04 ids_name = 263489 ids_info = 264489 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_6 damage_per_fire = 0 power_usage = 60 refire_delay = 0.16 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun01_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_co_gun01_mark05_impact effect = ci_laser_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun01_mark05_ammo ids_name = 263490 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 350 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_co_gun01_mark05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_laser_03_impact const_effect = ci_laser_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun01_mark05 ids_name = 263490 ids_info = 264490 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 70 refire_delay = 0.18 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun01_mark05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_co_gun01_mark06_impact effect = ci_laser_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun01_mark06_ammo ids_name = 263491 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_laser4 explosion_arch = seft_co_gun01_mark06_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_laser_04_impact const_effect = ci_laser_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun01_mark06 ids_name = 263491 ids_info = 264491 DA_archetype = equipment\models\weapons\li_laser_beam.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 80 refire_delay = 0.20 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun01_mark06_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_co_gun02_mark01_impact effect = ci_pulse_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun02_mark01_ammo ids_name = 263492 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 40 energy_damage = 600 weapon_type = W_Pulse one_shot_sound = fire_pulse1 explosion_arch = seft_co_gun02_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_pulse_01_impact const_effect = ci_pulse_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun02_mark01 ids_name = 263492 ids_info = 264492 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_2 damage_per_fire = 0 power_usage = 80 refire_delay = 0.40 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun02_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.3 [Explosion] nickname = seft_co_gun02_mark02_impact effect = ci_pulse_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun02_mark02_ammo ids_name = 263493 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 60 energy_damage = 900 weapon_type = W_Pulse one_shot_sound = fire_pulse2 explosion_arch = seft_co_gun02_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_pulse_02_impact const_effect = ci_pulse_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun02_mark02 ids_name = 263493 ids_info = 264493 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_3 damage_per_fire = 0 power_usage = 120 refire_delay = 0.50 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun02_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.4 [Explosion] nickname = seft_co_gun02_mark03_impact effect = ci_pulse_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun02_mark03_ammo ids_name = 263494 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 140 energy_damage = 2100 weapon_type = W_Pulse one_shot_sound = fire_pulse4 explosion_arch = seft_co_gun02_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_pulse_03_impact const_effect = ci_pulse_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun02_mark03 ids_name = 263494 ids_info = 264494 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_7 damage_per_fire = 0 power_usage = 280 refire_delay = 0.90 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun02_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.8 [Explosion] nickname = seft_co_gun02_mark04_impact effect = ci_pulse_04_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_gun02_mark04_ammo ids_name = 263495 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 160 energy_damage = 2400 weapon_type = W_Pulse one_shot_sound = fire_pulse4 explosion_arch = seft_co_gun02_mark04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_pulse_04_impact const_effect = ci_pulse_04_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_gun02_mark04 ids_name = 263495 ids_info = 264495 DA_archetype = equipment\models\weapons\li_plasma_blaster.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_8 damage_per_fire = 0 power_usage = 320 refire_delay = 1.00 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_gun02_mark04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_co_transport_turret01_impact effect = ci_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_transport_turret01_ammo ids_name = 263502 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_co_transport_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_capgun_01_impact const_effect = ci_laser_01_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_transport_turret01 ids_name = 263502 ids_info = 264502 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_transport_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_co_train_turret01_impact effect = ci_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_train_turret01_ammo ids_name = 263508 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_co_train_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_capgun_01_impact const_effect = ci_laser_01_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_train_turret01 ids_name = 263508 ids_info = 264508 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_train_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_co_miner_turret01_impact effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_miner_turret01_ammo ids_name = 263517 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_co_miner_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_missile01_impact const_effect = ci_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_miner_turret01 ids_name = 263517 ids_info = 264517 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ci_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_miner_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_co_lifter_turret01_impact effect = ci_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_lifter_turret01_ammo ids_name = 263520 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_co_lifter_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_capgun_01_impact const_effect = ci_laser_01_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_lifter_turret01 ids_name = 263520 ids_info = 264520 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_lifter_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_co_liner_turret01_impact effect = ci_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_liner_turret01_ammo ids_name = 263522 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 125 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_co_liner_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_capgun_01_impact const_effect = ci_laser_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_liner_turret01 ids_name = 263522 ids_info = 264522 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_liner_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true dispersion_angle = 2 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_nomad_gun01_mark00_impact effect = no_gun01_rank01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = nomad_gun01_mark00_ammo ids_name = 263523 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 175 energy_damage = 0 one_shot_sound = fire_no1 explosion_arch = seft_nomad_gun01_mark00_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_gun01_rank01_impact const_effect = no_gun01_rank01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = nomad_gun01_mark00 ids_name = 263523 ids_info = 264523 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_turret_special_4 damage_per_fire = 0 power_usage = 196 refire_delay = 0.10 muzzle_velocity = 4700 toughness = 1 flash_particle_name = no_gun01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = nomad_gun01_mark00_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_nomad_gun01_mark01_impact effect = no_gun01_rank01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = nomad_gun01_mark01_ammo ids_name = 263523 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 525 energy_damage = 0 one_shot_sound = fire_no1 explosion_arch = seft_nomad_gun01_mark01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_gun01_rank01_impact const_effect = no_gun01_rank01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = nomad_gun01_mark01 ids_name = 263523 ids_info = 264523 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_turret_special_4 damage_per_fire = 0 power_usage = 196 refire_delay = 0.10 muzzle_velocity = 4700 toughness = 1 flash_particle_name = no_gun01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = nomad_gun01_mark01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.5 [Explosion] nickname = seft_nomad_gun01_mark02_impact effect = no_gun01_rank01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = nomad_gun01_mark02_ammo ids_name = 263524 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 600 energy_damage = 0 one_shot_sound = fire_no1 explosion_arch = seft_nomad_gun01_mark02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_gun01_rank01_impact const_effect = no_gun01_rank01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = nomad_gun01_mark02 ids_name = 263524 ids_info = 264524 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_turret_special_4 damage_per_fire = 0 power_usage = 224 refire_delay = 0.11 muzzle_velocity = 4700 toughness = 1 flash_particle_name = no_gun01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = nomad_gun01_mark02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.7 [Explosion] nickname = seft_nomad_gun01_mark03_impact effect = no_gun01_rank01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = nomad_gun01_mark03_ammo ids_name = 263525 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 675 energy_damage = 0 one_shot_sound = fire_no1 explosion_arch = seft_nomad_gun01_mark03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_gun01_rank01_impact const_effect = no_gun01_rank01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = nomad_gun01_mark03 ids_name = 263525 ids_info = 264525 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 32000 ;SEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_turret_special_4 damage_per_fire = 0 power_usage = 252 refire_delay = 0.12 muzzle_velocity = 4700 toughness = 1 flash_particle_name = no_gun01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = nomad_gun01_mark03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.9 [Explosion] nickname = seft_nomad_torpedo01_rtc_impact effect = rtc_nomadtorpedo_impact_big lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = nomad_torpedo01_rtc_ammo ids_name = 458862 hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = fire_no_torpedo const_effect = rtc_nomadtorpedo_proj lifetime = 2 force_gun_ori = false mass = 1 volume = 0 hull_damage = 200000 energy_damage = 25000 explosion_arch = seft_nomad_torpedo01_rtc_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rtc_nomadtorpedo_impact_big [Gun] nickname = nomad_torpedo01_rtc ids_name = 458862 ids_info = 459862 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 999999 mass = 10 hp_gun_type = hp_turret_special_1 damage_per_fire = 0 power_usage = 60000 refire_delay = 20 muzzle_velocity = 720 toughness = 1 flash_particle_name = rtc_nomadtorpedo_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = nomad_torpedo01_rtc_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 360 lootable = false LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_no_gunboat_turret01_impact effect = no_cruisedis01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = no_gunboat_turret01_ammo ids_name = 263381 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_no_capship explosion_arch = seft_no_gunboat_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_cruisedis01_impact const_effect = no_capgun01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = no_gunboat_turret01 ids_name = 263381 ids_info = 264381 DA_archetype = equipment\models\turret\no_gunship_turret.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_6 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = no_capgun01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = no_gunboat_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true LODranges = 0, 2000 MedmLODOp = 0, 20000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_no_gunboat_turret02_impact effect = no_gun01_rank01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = no_gunboat_turret02_ammo ids_name = 263411 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_no1 explosion_arch = seft_no_gunboat_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_gun01_rank01_impact const_effect = no_gun01_rank01_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = no_gunboat_turret02 ids_name = 263411 ids_info = 264411 DA_archetype = equipment\models\turret\no_gunship_turret.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_6 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = no_gun01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = no_gunboat_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 2000 MedmLODOp = 0, 20000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 2 [Motor] nickname = no_gunboat_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = no_gunboat_missile_turret01_explosion effect = rtc_nomadtorpedo_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 [Munition] nickname = no_gunboat_missile_turret01_ammo ids_name = 263439 explosion_arch = no_gunboat_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = no_gunboat_missile_turret01_motor force_gun_ori = false const_effect = no_cruisedis01_drive seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 mass = 200 volume = 0 ;type = LOOT cruise_disruptor = true [Gun] nickname = no_gunboat_missile_turret01 ids_name = 263439 ids_info = 264439 DA_archetype = equipment\models\turret\no_gunship_turret.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_6 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = no_gunboat_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true LODranges = 0, 2000 MedmLODOp = 0, 20000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_no_battleship_turret01_impact effect = no_cruisedis01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = no_battleship_turret01_ammo ids_name = 263528 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_no_capship explosion_arch = seft_no_battleship_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_cruisedis01_impact const_effect = no_capgun01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = no_battleship_turret01 ids_name = 263528 ids_info = 264528 DA_archetype = equipment\models\turret\no_gunship_turret.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = no_capgun01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = no_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true LODranges = 0, 2000 MedmLODOp = 0, 20000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.6 [Motor] nickname = no_battleship_flak_turret01_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = no_battleship_flak_turret01_explosion effect = explosion_super_nomad_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1320 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_nomad_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = no_battleship_flak_turret01_ammo ids_name = 263481 explosion_arch = no_battleship_flak_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_no_capship detonation_dist = 60 lifetime = 1 Motor = no_battleship_flak_turret01_motor force_gun_ori = false const_effect = rtc_nomadtorpedo_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = no_battleship_flak_turret01 ids_name = 263481 ids_info = 264481 DA_archetype = equipment\models\turret\no_gunship_turret.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 400 refire_delay = 0.5 muzzle_velocity = 1000 toughness = 1 flash_particle_name = no_capgun01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = no_battleship_flak_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 2000 MedmLODOp = 0, 20000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 10 [Motor] nickname = no_battleship_flak_turret02_motor lifetime = 1 accel = 1000 delay = 0 [Explosion] nickname = no_battleship_flak_turret02_explosion effect = explosion_super_nomad_flak lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 80 hull_damage = 1650 energy_damage = 0 impulse = 0 debris_impulse = 250 debris_type = debris_super_nomad_flak, 1.000000 innards_debris_start_time = 0.000000 innards_debris_num = 2 innards_debris_radius = 5 innards_debris_object = simple_torpedo_debris [Munition] nickname = no_battleship_flak_turret02_ammo ids_name = 263480 explosion_arch = no_battleship_flak_turret02_explosion hp_type = hp_gun requires_ammo = false hit_pts = 80000 one_shot_sound = fire_no_capship detonation_dist = 60 lifetime = 1 Motor = no_battleship_flak_turret02_motor force_gun_ori = false const_effect = rtc_nomadtorpedo_proj seeker = dumb time_to_lock = 0 seeker_range = 2180 seeker_fov_deg = 0 max_angular_velocity = 0 mass = 50 volume = 0 type = NON_TARGETABLE [Gun] nickname = no_battleship_flak_turret02 ids_name = 263480 ids_info = 264480 DA_archetype = equipment\models\turret\no_gunship_turret.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 500 refire_delay = 0.625 muzzle_velocity = 1000 toughness = 1 flash_particle_name = no_capgun01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = no_battleship_flak_turret02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 2000 MedmLODOp = 0, 20000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 10 [Motor] nickname = no_battleship_missile_turret01_motor lifetime = 14 accel = 15 delay = 0 [Explosion] nickname = no_battleship_missile_turret01_explosion effect = rtc_nomadtorpedo_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 50000 energy_damage = 0 impulse = 12000 [Munition] nickname = no_battleship_missile_turret01_ammo ids_name = 263475 explosion_arch = no_battleship_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 14 Motor = no_battleship_missile_turret01_motor force_gun_ori = false const_effect = no_cruisedis01_drive seeker = lock time_to_lock = 0 seeker_range = 4000 seeker_fov_deg = 50 max_angular_velocity = 0.165 mass = 200 volume = 0 ;type = LOOT cruise_disruptor = true [Gun] nickname = no_battleship_missile_turret01 ids_name = 263475 ids_info = 264475 DA_archetype = equipment\models\turret\no_gunship_turret.cmp material_library = ships\nomad\nomad_fx.txm HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_nomad parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_7 damage_per_fire = 0 power_usage = 1600 refire_delay = 4 muzzle_velocity = 240 toughness = 1 light_anim = l_gun01_flash projectile_archetype = no_battleship_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true LODranges = 0, 2000 MedmLODOp = 0, 20000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_nomad_dyson_turret01_impact effect = no_cruisedis01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = nomad_dyson_turret01_ammo ids_name = 263529 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_no_capship explosion_arch = seft_nomad_dyson_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_cruisedis01_impact const_effect = no_capgun01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = nomad_dyson_turret01 ids_name = 263529 ids_info = 264529 DA_archetype = Equipment\models\turret\dyson_turret01.cmp material_library = Solar\Solar_mat_dyson_city.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = no_capgun01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = no_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true LODranges = 0, 10000 MedmLODOp = 0, 100000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_nomad_lair_turret01_impact effect = no_cruisedis01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = nomad_lair_turret01_ammo ids_name = 263530 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_no_capship explosion_arch = seft_nomad_lair_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_cruisedis01_impact const_effect = no_capgun01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = nomad_lair_turret01 ids_name = 263530 ids_info = 264530 DA_archetype = Solar\dockable\nomad_lair_turret01.cmp material_library = solar\nomad.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = no_capgun01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = no_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true LODranges = 0, 10000 MedmLODOp = 0, 100000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_nomad_lair_turret02_impact effect = no_cruisedis01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = nomad_lair_turret02_ammo ids_name = 263531 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_no_capship explosion_arch = seft_nomad_lair_turret02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_cruisedis01_impact const_effect = no_capgun01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = nomad_lair_turret02 ids_name = 263531 ids_info = 264531 DA_archetype = Solar\dockable\nomad_lair_turret01.cmp material_library = solar\nomad.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = no_capgun01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = no_battleship_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true LODranges = 0, 10000 MedmLODOp = 0, 100000 ;LOD Fixme HighLODOp = 0, 500000 dispersion_angle = 0.6 [Explosion] nickname = seft_special_nomad_gun01_impact effect = no_gun01_rank01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_nomad_gun01_ammo ids_name = 263532 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_no1 explosion_arch = seft_special_nomad_gun01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_gun01_rank01_impact const_effect = no_gun01_rank01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_nomad_gun01 ids_name = 263532 ids_info = 264532 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 180 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = no_gun01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_nomad_gun01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_nomad_gun02_impact effect = no_gun01_rank01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_nomad_gun02_ammo ids_name = 263533 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3600 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_no1 explosion_arch = seft_special_nomad_gun02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_gun01_rank01_impact const_effect = no_gun01_rank01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_nomad_gun02 ids_name = 263533 ids_info = 264533 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 900 refire_delay = 0.70 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = no_gun01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_nomad_gun02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_nomad_gun03_impact effect = no_gun01_rank01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_nomad_gun03_ammo ids_name = 263534 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 3750 weapon_type = W_Pulse one_shot_sound = fire_no1 explosion_arch = seft_special_nomad_gun03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = no_gun01_rank01_impact const_effect = no_gun01_rank01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_nomad_gun03 ids_name = 263534 ids_info = 264534 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 600 refire_delay = 0.70 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = no_gun01_rank01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_nomad_gun03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun01_impact effect = sp_annihilator_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun01_ammo ids_name = 263536 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_annihilator_01_impact const_effect = sp_annihilator_01_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun01 ids_name = 263536 ids_info = 264536 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 180 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_annihilator_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun02_impact effect = sp_annihilator_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun02_ammo ids_name = 263537 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3600 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun02_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_annihilator_02_impact const_effect = sp_annihilator_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun02 ids_name = 263537 ids_info = 264537 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 900 refire_delay = 0.70 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_annihilator_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun03_impact effect = sp_annihilator_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun03_ammo ids_name = 263538 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 3750 weapon_type = W_Pulse one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun03_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_annihilator_03_impact const_effect = sp_annihilator_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun03 ids_name = 263538 ids_info = 264538 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 600 refire_delay = 0.70 muzzle_velocity = 3500 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_annihilator_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun04_impact effect = sp_bloodhound_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun04_ammo ids_name = 263539 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun04_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_bloodhound_01_impact const_effect = sp_bloodhound_01_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun04 ids_name = 263539 ids_info = 264539 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 120 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_bloodhound_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun05_impact effect = sp_bloodhound_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun05_ammo ids_name = 263540 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1920 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun05_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_bloodhound_02_impact const_effect = sp_bloodhound_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun05 ids_name = 263540 ids_info = 264540 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 360 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_bloodhound_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun06_impact effect = sp_bloodhound_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun06_ammo ids_name = 263541 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1800 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun06_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_bloodhound_03_impact const_effect = sp_bloodhound_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun06 ids_name = 263541 ids_info = 264541 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 630 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_bloodhound_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun06_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun07_impact effect = sp_destabilizer_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun07_ammo ids_name = 263542 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 600 energy_damage = 0 weapon_type = W_Laser one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun07_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_destabilizer_01_impact const_effect = sp_destabilizer_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun07 ids_name = 263542 ids_info = 264542 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 150 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_destabilizer_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun07_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun08_impact effect = sp_destabilizer_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun08_ammo ids_name = 263543 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 weapon_type = W_Tachyon one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun08_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_destabilizer_02_impact const_effect = sp_destabilizer_02_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun08 ids_name = 263543 ids_info = 264543 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 150 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_destabilizer_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun08_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun09_impact effect = sp_destabilizer_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun09_ammo ids_name = 263544 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 600 energy_damage = 0 weapon_type = W_Photon one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun09_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_destabilizer_03_impact const_effect = sp_destabilizer_03_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun09 ids_name = 263544 ids_info = 264544 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 144 refire_delay = 0.14 muzzle_velocity = 4700 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_destabilizer_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun09_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun10_impact effect = sp_distortion_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun10_ammo ids_name = 263545 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3300 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun10_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_distortion_01_impact const_effect = sp_distortion_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun10 ids_name = 263545 ids_info = 264545 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 990 refire_delay = 0.70 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_distortion_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun10_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun11_impact effect = sp_distortion_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun11_ammo ids_name = 263546 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1782 energy_damage = 0 weapon_type = W_Neutron one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun11_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_distortion_02_impact const_effect = sp_distortion_02_proj lifetime = 0.64 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun11 ids_name = 263546 ids_info = 264546 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 399 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_distortion_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun11_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun12_impact effect = sp_distortion_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun12_ammo ids_name = 263547 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 1800 energy_damage = 0 weapon_type = W_Particle one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun12_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_distortion_03_impact const_effect = sp_distortion_03_proj lifetime = 0.96 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun12 ids_name = 263547 ids_info = 264547 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 630 refire_delay = 0.35 muzzle_velocity = 4300 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_distortion_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun12_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun13_impact effect = sp_doomsday_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun13_ammo ids_name = 263548 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2200 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun13_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_doomsday_01_impact const_effect = sp_doomsday_01_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun13 ids_name = 263548 ids_info = 264548 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 825 refire_delay = 0.70 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_doomsday_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun13_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun14_impact effect = sp_doomsday_02_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun14_ammo ids_name = 263549 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2400 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun14_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_doomsday_02_impact const_effect = sp_doomsday_02_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun14 ids_name = 263549 ids_info = 264549 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 900 refire_delay = 0.70 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_doomsday_02_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun14_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_special_gun15_impact effect = sp_doomsday_03_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = special_gun15_ammo ids_name = 263550 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 2000 energy_damage = 0 weapon_type = W_Plasma one_shot_sound = fire_tachyon5 explosion_arch = seft_special_gun15_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = sp_doomsday_03_impact const_effect = sp_doomsday_03_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = special_gun15 ids_name = 263550 ids_info = 264550 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 825 refire_delay = 0.70 muzzle_velocity = 3900 use_animation = Sc_fire toughness = 1 flash_particle_name = sp_doomsday_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = special_gun15_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 [Explosion] nickname = seft_li_station_turret01_impact effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_station_turret01_ammo ids_name = 263553 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_li_station_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_missile01_impact const_effect = li_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_station_turret01 ids_name = 263553 ids_info = 264553 DA_archetype = equipment\models\turret\sp_turret01.cmp material_library = equipment\models\sp_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_large parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = li_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_station_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_station_turret01_impact effect = br_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_station_turret01_ammo ids_name = 263559 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_br_station_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_missile01_impact const_effect = br_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_station_turret01 ids_name = 263559 ids_info = 264559 DA_archetype = equipment\models\turret\sp_turret01.cmp material_library = equipment\models\sp_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_large parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = br_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_station_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_station_turret01_impact effect = ku_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_station_turret01_ammo ids_name = 263565 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_ku_station_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_missile01_impact const_effect = ku_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_station_turret01 ids_name = 263565 ids_info = 264565 DA_archetype = equipment\models\turret\sp_turret01.cmp material_library = equipment\models\sp_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_large parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ku_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_station_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_station_turret01_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_station_turret01_ammo ids_name = 263571 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_rh_station_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_station_turret01 ids_name = 263571 ids_info = 264571 DA_archetype = equipment\models\turret\sp_turret01.cmp material_library = equipment\models\sp_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_large parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_station_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_co_station_turret01_impact effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_station_turret01_ammo ids_name = 263577 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_co_station_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_missile01_impact const_effect = ci_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_station_turret01 ids_name = 263577 ids_info = 264577 DA_archetype = equipment\models\turret\sp_turret01.cmp material_library = equipment\models\sp_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_large parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ci_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_station_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_pi_station_turret01_impact effect = pi_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = pi_station_turret01_ammo ids_name = 263583 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 10000 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_pi_station_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_missile01_impact const_effect = pi_capgun_01_proj lifetime = 4.4 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = pi_station_turret01 ids_name = 263583 ids_info = 264583 DA_archetype = equipment\models\turret\sp_turret01.cmp material_library = equipment\models\sp_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_large parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_9 damage_per_fire = 0 power_usage = 800 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = pi_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = pi_station_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_wplatform_turret01_impact effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_wplatform_turret01_ammo ids_name = 263591 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_li_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_missile01_impact const_effect = li_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_wplatform_turret01 ids_name = 263591 ids_info = 264591 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = li_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = li_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = li_wplatform_missile_turret01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = li_wplatform_missile_turret01_ammo ids_name = 263595 explosion_arch = li_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = li_wplatform_missile_turret01_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = li_wplatform_missile_turret01 ids_name = 263595 ids_info = 264595 DA_archetype = equipment\models\turret\weapons_platform_mturret.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = li_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_br_wplatform_turret01_impact effect = br_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_wplatform_turret01_ammo ids_name = 263599 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_br_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_missile01_impact const_effect = br_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_wplatform_turret01 ids_name = 263599 ids_info = 264599 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = br_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = br_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = br_wplatform_missile_turret01_explosion effect = br_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = br_wplatform_missile_turret01_ammo ids_name = 263602 explosion_arch = br_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = br_wplatform_missile_turret01_motor force_gun_ori = false const_effect = br_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = br_wplatform_missile_turret01 ids_name = 263602 ids_info = 264602 DA_archetype = equipment\models\turret\weapons_platform_mturret.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = br_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_ku_wplatform_turret01_impact effect = ku_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_wplatform_turret01_ammo ids_name = 263605 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_ku_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_missile01_impact const_effect = ku_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_wplatform_turret01 ids_name = 263605 ids_info = 264605 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ku_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = ku_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = ku_wplatform_missile_turret01_explosion effect = ku_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = ku_wplatform_missile_turret01_ammo ids_name = 263608 explosion_arch = ku_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = ku_wplatform_missile_turret01_motor force_gun_ori = false const_effect = ku_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = ku_wplatform_missile_turret01 ids_name = 263608 ids_info = 264608 DA_archetype = equipment\models\turret\weapons_platform_mturret.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = ku_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_rh_wplatform_turret01_impact effect = rh_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_wplatform_turret01_ammo ids_name = 263611 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_rh_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_missile01_impact const_effect = rh_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_wplatform_turret01 ids_name = 263611 ids_info = 264611 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = rh_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = rh_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = rh_wplatform_missile_turret01_explosion effect = rh_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = rh_wplatform_missile_turret01_ammo ids_name = 263614 explosion_arch = rh_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = rh_wplatform_missile_turret01_motor force_gun_ori = false const_effect = rh_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = rh_wplatform_missile_turret01 ids_name = 263614 ids_info = 264614 DA_archetype = equipment\models\turret\weapons_platform_mturret.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = rh_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_co_wplatform_turret01_impact effect = li_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_wplatform_turret01_ammo ids_name = 263617 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_co_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_missile01_impact const_effect = ci_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_wplatform_turret01 ids_name = 263617 ids_info = 264617 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = ci_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = co_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = co_wplatform_missile_turret01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = co_wplatform_missile_turret01_ammo ids_name = 263620 explosion_arch = co_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = co_wplatform_missile_turret01_motor force_gun_ori = false const_effect = li_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = co_wplatform_missile_turret01 ids_name = 263620 ids_info = 264620 DA_archetype = equipment\models\turret\weapons_platform_mturret.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = co_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_pi_wplatform_turret01_impact effect = pi_missile01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = pi_wplatform_turret01_ammo ids_name = 263623 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 7500 energy_damage = 0 one_shot_sound = fire_capship explosion_arch = seft_pi_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_missile01_impact const_effect = pi_capgun_01_proj lifetime = 2.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = pi_wplatform_turret01 ids_name = 263623 ids_info = 264623 DA_archetype = equipment\models\turret\utility_turret01.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 400 refire_delay = 1 muzzle_velocity = 1075 toughness = 1 flash_particle_name = pi_capgun_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = pi_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 30 lootable = true dispersion_angle = 0.6 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Motor] nickname = pi_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = pi_wplatform_missile_turret01_explosion effect = pi_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = pi_wplatform_missile_turret01_ammo ids_name = 263626 explosion_arch = pi_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = pi_wplatform_missile_turret01_motor force_gun_ori = false const_effect = pi_missile02_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = pi_wplatform_missile_turret01 ids_name = 263626 ids_info = 264626 DA_archetype = equipment\models\turret\weapons_platform_mturret.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = pi_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 3.5 [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Explosion] nickname = seft_li_small_wplatform_turret01_impact effect = li_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_small_wplatform_turret01_ammo ids_name = 263631 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_li_small_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_capgun_01_impact const_effect = li_laser_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_small_wplatform_turret01 ids_name = 263631 ids_info = 264631 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = li_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_small_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 2 [Motor] nickname = li_small_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = li_small_wplatform_missile_turret01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = li_small_wplatform_missile_turret01_ammo ids_name = 263634 explosion_arch = li_small_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = li_small_wplatform_missile_turret01_motor force_gun_ori = false const_effect = li_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = li_small_wplatform_missile_turret01 ids_name = 263634 ids_info = 264634 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = li_small_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_br_small_wplatform_turret01_impact effect = br_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_small_wplatform_turret01_ammo ids_name = 263637 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_br_small_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_capgun_01_impact const_effect = br_particle_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_small_wplatform_turret01 ids_name = 263637 ids_info = 264637 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_small_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 2 [Motor] nickname = br_small_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = br_small_wplatform_missile_turret01_explosion effect = br_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = br_small_wplatform_missile_turret01_ammo ids_name = 263640 explosion_arch = br_small_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = br_small_wplatform_missile_turret01_motor force_gun_ori = false const_effect = br_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = br_small_wplatform_missile_turret01 ids_name = 263640 ids_info = 264640 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = br_small_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_ku_small_wplatform_turret01_impact effect = ku_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_small_wplatform_turret01_ammo ids_name = 263643 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_ku_small_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_capgun_01_impact const_effect = ku_neutron_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_small_wplatform_turret01 ids_name = 263643 ids_info = 264643 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ku_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_small_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 2 [Motor] nickname = ku_small_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = ku_small_wplatform_missile_turret01_explosion effect = ku_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = ku_small_wplatform_missile_turret01_ammo ids_name = 263646 explosion_arch = ku_small_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = ku_small_wplatform_missile_turret01_motor force_gun_ori = false const_effect = ku_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = ku_small_wplatform_missile_turret01 ids_name = 263646 ids_info = 264646 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = ku_small_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_rh_small_wplatform_turret01_impact effect = rh_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_small_wplatform_turret01_ammo ids_name = 263649 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_rh_small_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_capgun_01_impact const_effect = rh_plasma_02_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_small_wplatform_turret01 ids_name = 263649 ids_info = 264649 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = rh_tachyon_01_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_small_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 2 [Motor] nickname = rh_small_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = rh_small_wplatform_missile_turret01_explosion effect = rh_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = rh_small_wplatform_missile_turret01_ammo ids_name = 263652 explosion_arch = rh_small_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = rh_small_wplatform_missile_turret01_motor force_gun_ori = false const_effect = rh_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = rh_small_wplatform_missile_turret01 ids_name = 263652 ids_info = 264652 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = rh_small_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_co_small_wplatform_turret01_impact effect = ci_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_small_wplatform_turret01_ammo ids_name = 263655 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_co_small_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_capgun_01_impact const_effect = ci_laser_01_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_small_wplatform_turret01 ids_name = 263655 ids_info = 264655 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_small_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 2 [Motor] nickname = co_small_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = co_small_wplatform_missile_turret01_explosion effect = li_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = co_small_wplatform_missile_turret01_ammo ids_name = 263658 explosion_arch = co_small_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = co_small_wplatform_missile_turret01_motor force_gun_ori = false const_effect = li_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = co_small_wplatform_missile_turret01 ids_name = 263658 ids_info = 264658 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = co_small_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_pi_small_wplatform_turret01_impact effect = pi_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = pi_small_wplatform_turret01_ammo ids_name = 263661 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 500 energy_damage = 0 one_shot_sound = fire_capship_def_turret explosion_arch = seft_pi_small_wplatform_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = pi_capgun_01_impact const_effect = pi_photon_03_proj lifetime = 0.3 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = pi_small_wplatform_turret01 ids_name = 263661 ids_info = 264661 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 50 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = pi_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = pi_small_wplatform_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 2 [Motor] nickname = pi_small_wplatform_missile_turret01_motor lifetime = 10 accel = 15 delay = 0 [Explosion] nickname = pi_small_wplatform_missile_turret01_explosion effect = pi_missile02_impact lifetime = 0.000000, 0.100000 process = disappear strength = 100 radius = 120 hull_damage = 37500 energy_damage = 0 impulse = 12000 ;MISSILE DEBRIS [Munition] nickname = pi_small_wplatform_missile_turret01_ammo ids_name = 263664 explosion_arch = pi_small_wplatform_missile_turret01_explosion hp_type = hp_gun requires_ammo = false hit_pts = 2 one_shot_sound = null detonation_dist = 10 lifetime = 10 Motor = pi_small_wplatform_missile_turret01_motor force_gun_ori = false const_effect = pi_missile01_drive HP_trail_parent = HPExhaust seeker = lock time_to_lock = 0 seeker_range = 3000 seeker_fov_deg = 50 max_angular_velocity = 0.165 DA_archetype = equipment\models\torpedoes\ge_torpedo.3db material_library = equipment\models\ge_equip.mat mass = 200 volume = 0 cruise_disruptor = true LODranges = 0, 40, 120, 200 MedmLODOp = 0, 400, 4000 HighLODOp = 0, 500000 ;type = LOOT [Gun] nickname = pi_small_wplatform_missile_turret01 ids_name = 263664 ids_info = 264664 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = pi_small_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_co_repair_turret01_impact effect = pi_photon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_repair_turret01_ammo ids_name = 263521 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 4000 energy_damage = 0 explosion_arch = seft_co_repair_turret01_impact ;munition_hit_effect = pi_photon_01_impact const_effect = co_repair_01_proj lifetime = 1 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_repair_turret01 ids_name = 263521 ids_info = 264521 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_turret_special_2 damage_per_fire = 0 power_usage = 0 refire_delay = 0.1 muzzle_velocity = 6450 toughness = 1 projectile_archetype = co_repair_turret01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 360 lootable = false [Explosion] nickname = seft_co_repair_gun01_impact effect = pi_photon_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_repair_gun01_ammo ids_name = 459052 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 400 energy_damage = 0 explosion_arch = seft_co_repair_gun01_impact ;munition_hit_effect = pi_photon_01_impact const_effect = co_repair_01_proj lifetime = 0.2 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_repair_gun01 ids_name = 459052 ids_info = 460052 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special damage_per_fire = 0 power_usage = 160 refire_delay = 0.1 muzzle_velocity = 6450 toughness = 1 projectile_archetype = co_repair_gun01_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 360 lootable = true [Gun] nickname = special_gun01_npc ids_name = 263536 ids_info = 264536 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 180 refire_delay = 0.14 muzzle_velocity = 4700 toughness = 1 projectile_archetype = special_gun01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_annihilator_01_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun02_npc ids_name = 263537 ids_info = 264537 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 900 refire_delay = 0.70 muzzle_velocity = 3900 toughness = 1 projectile_archetype = special_gun02_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_annihilator_02_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun03_npc ids_name = 263538 ids_info = 264538 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 600 refire_delay = 0.70 muzzle_velocity = 3500 toughness = 1 projectile_archetype = special_gun03_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_annihilator_03_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun04_npc ids_name = 263539 ids_info = 264539 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 120 refire_delay = 0.14 muzzle_velocity = 4700 toughness = 1 projectile_archetype = special_gun04_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_bloodhound_01_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun05_npc ids_name = 263540 ids_info = 264540 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 360 refire_delay = 0.35 muzzle_velocity = 4300 toughness = 1 projectile_archetype = special_gun05_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_bloodhound_02_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun06_npc ids_name = 263541 ids_info = 264541 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 630 refire_delay = 0.35 muzzle_velocity = 4300 toughness = 1 projectile_archetype = special_gun06_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_bloodhound_03_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun07_npc ids_name = 263542 ids_info = 264542 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 150 refire_delay = 0.14 muzzle_velocity = 4700 toughness = 1 projectile_archetype = special_gun07_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_destabilizer_01_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun08_npc ids_name = 263543 ids_info = 264543 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 150 refire_delay = 0.14 muzzle_velocity = 4700 toughness = 1 projectile_archetype = special_gun08_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_destabilizer_02_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun09_npc ids_name = 263544 ids_info = 264544 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 144 refire_delay = 0.14 muzzle_velocity = 4700 toughness = 1 projectile_archetype = special_gun09_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_destabilizer_03_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun10_npc ids_name = 263545 ids_info = 264545 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 990 refire_delay = 0.70 muzzle_velocity = 3900 toughness = 1 projectile_archetype = special_gun10_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_distortion_01_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun11_npc ids_name = 263546 ids_info = 264546 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 399 refire_delay = 0.35 muzzle_velocity = 4300 toughness = 1 projectile_archetype = special_gun11_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_distortion_02_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun12_npc ids_name = 263547 ids_info = 264547 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 630 refire_delay = 0.35 muzzle_velocity = 4300 toughness = 1 projectile_archetype = special_gun12_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_distortion_03_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun13_npc ids_name = 263548 ids_info = 264548 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 825 refire_delay = 0.70 muzzle_velocity = 3900 toughness = 1 projectile_archetype = special_gun13_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_doomsday_01_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun14_npc ids_name = 263549 ids_info = 264549 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 900 refire_delay = 0.70 muzzle_velocity = 3900 toughness = 1 projectile_archetype = special_gun14_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_doomsday_02_flash flash_radius = 15 light_anim = l_gun01_flash [Gun] nickname = special_gun15_npc ids_name = 263550 ids_info = 264550 DA_archetype = equipment\models\weapons\co_proton_cooker.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 825 refire_delay = 0.70 muzzle_velocity = 3900 toughness = 1 projectile_archetype = special_gun15_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 1.1 use_animation = Sc_fire flash_particle_name = sp_doomsday_03_flash flash_radius = 15 light_anim = l_gun01_flash [Explosion] nickname = seft_li_sniper_turret01_impact effect = li_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = li_sniper_turret01_ammo ids_name = 459026 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3800 energy_damage = 0 one_shot_sound = fire_ranged_sniper_turret explosion_arch = seft_li_sniper_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = li_capgun_01_impact const_effect = li_laser_sniper_proj lifetime = 0.48 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = li_sniper_turret01 ids_name = 459026 ids_info = 460026 DA_archetype = equipment\models\weapons\li_cannon.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 4250 refire_delay = 7 muzzle_velocity = 10750 toughness = 1 flash_particle_name = li_laser_03_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = li_sniper_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 0.1 [Explosion] nickname = seft_br_sniper_turret01_impact effect = br_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = br_sniper_turret01_ammo ids_name = 459027 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3800 energy_damage = 0 one_shot_sound = fire_ranged_sniper_turret explosion_arch = seft_br_sniper_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = br_capgun_01_impact const_effect = ci_photon_sniper_proj lifetime = 0.48 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = br_sniper_turret01 ids_name = 459027 ids_info = 460027 DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp material_library = equipment\models\br_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 4250 refire_delay = 7 muzzle_velocity = 10750 toughness = 1 flash_particle_name = ci_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = br_sniper_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 0.1 [Explosion] nickname = seft_ku_sniper_turret01_impact effect = ku_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = ku_sniper_turret01_ammo ids_name = 459028 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3800 energy_damage = 0 one_shot_sound = fire_ranged_sniper_turret explosion_arch = seft_ku_sniper_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ku_capgun_01_impact const_effect = ku_photon_sniper_proj lifetime = 0.48 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = ku_sniper_turret01 ids_name = 459028 ids_info = 460028 DA_archetype = equipment\models\weapons\ku_auto_tesla.cmp material_library = equipment\models\ku_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 4250 refire_delay = 7 muzzle_velocity = 10750 toughness = 1 flash_particle_name = ku_photon_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = ku_sniper_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 0.1 [Explosion] nickname = seft_rh_sniper_turret01_impact effect = rh_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = rh_sniper_turret01_ammo ids_name = 459029 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3800 energy_damage = 0 one_shot_sound = fire_ranged_sniper_turret explosion_arch = seft_rh_sniper_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = rh_capgun_01_impact const_effect = rh_photon_sniper_proj lifetime = 0.48 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = rh_sniper_turret01 ids_name = 459029 ids_info = 460029 DA_archetype = equipment\models\weapons\rh_plasma_gat_cannon.cmp material_library = equipment\models\rh_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 4250 refire_delay = 7 muzzle_velocity = 10750 toughness = 1 flash_particle_name = pi_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = rh_sniper_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 0.1 [Explosion] nickname = seft_co_sniper_turret01_impact effect = ci_capgun_01_impact lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = co_sniper_turret01_ammo ids_name = 459030 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 3800 energy_damage = 0 one_shot_sound = fire_ranged_sniper_turret explosion_arch = seft_co_sniper_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = ci_capgun_01_impact const_effect = ci_laser_sniper_proj lifetime = 0.48 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = co_sniper_turret01 ids_name = 459030 ids_info = 460030 DA_archetype = equipment\models\weapons\ge_shredder_shotgun.cmp material_library = equipment\models\ge_equip.mat HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 hp_gun_type = hp_gun_special_5 damage_per_fire = 0 power_usage = 4250 refire_delay = 7 muzzle_velocity = 10750 toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_sniper_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = true dispersion_angle = 0.1 [Munition] nickname = AI_DBG_TGT_gun_ammo hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 0 energy_damage = 0 const_effect = AI_DBG_TGT_proj lifetime = 0.8 force_gun_ori = false mass = 1 volume = 0 [Gun] nickname = AI_DBG_TGT_gun DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ships\nomad\nomad_fx.txm LODranges = 0, 20 MedmLODOp = 0, 200 ;LOD Fixme HighLODOp = 0, 500000 HP_child = HPConnect hit_pts = 0 ;Inv explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 0.1 muzzle_velocity = 10750 toughness = 1 projectile_archetype = AI_DBG_TGT_gun_ammo separation_explosion = sever_debris auto_turret = false turn_rate = 360 lootable = false [Explosion] nickname = seft_orbital_defense_turret01_impact effect = explosion_br_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = orbital_defense_turret01_ammo ids_name = 261166 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = 150000 energy_damage = 60000 one_shot_sound = fire_orbital_turret explosion_arch = seft_orbital_defense_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_br_fighter const_effect = br_gunboat_maingun lifetime = 1.5 force_gun_ori = false mass = 100000 volume = 0 [Gun] nickname = orbital_defense_turret01 ids_name = 261166 ids_info = 66489 DA_archetype = equipment\models\turret\weapons_platform_mturret.cmp material_library = equipment\models\ge_turret.mat HP_child = HPConnect hit_pts = 256000 ;DeathRayEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 5 muzzle_velocity = 4300 toughness = 1 flash_particle_name = br_missile02_impact flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = orbital_defense_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000 [Gun] nickname = trade_lane_buoy_wplatform_turret01 ids_name = 263656 ids_info = 264656 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_5 damage_per_fire = 0 power_usage = 12 refire_delay = 0.0625 muzzle_velocity = 8600 toughness = 1 flash_particle_name = ci_laser_04_flash flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = co_transport_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 2 [Gun] nickname = trade_lane_buoy_wplatform_missile_turret01 ids_name = 263659 ids_info = 264659 DA_archetype = equipment\models\weapons\li_smlturret.cmp material_library = equipment\models\li_equip.mat HP_child = HPConnect hit_pts = 128000 ;LEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 1600 mass = 10 hp_gun_type = hp_turret_special_8 damage_per_fire = 0 power_usage = 800 refire_delay = 4 muzzle_velocity = 240 toughness = 1 projectile_archetype = co_small_wplatform_missile_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 20 lootable = false LODranges = 0, 20, 60, 100 MedmLODOp = 0, 200, 2000 HighLODOp = 0, 500000 dispersion_angle = 3.5 [Explosion] nickname = seft_super_death_ray_turret01_impact effect = explosion_br_fighter lifetime = 0.000000, 0.100000 process = disappear [Munition] nickname = super_death_ray_turret01_ammo ids_name = 459094 hp_type = hp_gun requires_ammo = false hit_pts = 2 hull_damage = -1 energy_damage = -1 one_shot_sound = fire_orbital_turret explosion_arch = seft_super_death_ray_turret01_impact ;explosion_arch = battledust_dummy ;munition_hit_effect = explosion_br_fighter const_effect = br_gunboat_maingun lifetime = 1.5 force_gun_ori = false mass = 100000 volume = 0 [Gun] nickname = super_death_ray_turret01 ids_name = 459094 ids_info = 66489 DA_archetype = Solar\dockable\nomad_lair_turret01.cmp material_library = solar\nomad.mat HP_child = HPConnect hit_pts = 256000 ;DeathRayEquip explosion_resistance = 0.001 debris_type = debris_turret_small parent_impulse = 20 child_impulse = 80 volume = 200 mass = 10 damage_per_fire = 0 power_usage = 0 refire_delay = 5 muzzle_velocity = 4300 toughness = 1 flash_particle_name = br_missile02_impact flash_radius = 15 light_anim = l_gun01_flash projectile_archetype = super_death_ray_turret01_ammo separation_explosion = sever_debris auto_turret = true turn_rate = 360 lootable = false [LOD] obj = Root LODranges = 0, 1700 MedmLODOp = 0, 17000 ;LOD Fixme HighLODOp = 0, 500000 [LOD] obj = barrel LODranges = 0, 1500 MedmLODOp = 0, 15000 ;LOD Fixme HighLODOp = 0, 500000