Moding Weapons Part 1 Getting the datWeapon.cs file. In this section I am going to explain how to modify a weapon. It is a little harder than a herc. You will also need to extract more files. First you will need to extract a *.cs file from the scripts.vol in your Starsiege directory. To do this you will need to open a dos window and use the extract.exe provided with version 1.003 of Starsiege. You can also download it from my site. You will need to type into the dos prompt “extract scripts.vol datWeapon.cs”. Now in your Starsiege directory there should be a file called “datWeapon.cs”. Any text editor will open it. This is what you should see. // datWeapon.cs // a note about weapons // damage is armor + structure // charge rate is 1/2 charge limit over reload time // Energy Weapons first //------------------------------------------------------------------------- // Laser { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 101 , "wg_las.dts", S, IDSFX_LAS, 800 , A, IDSPEC_WEA_LAS ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_LAS, IDWDESC_LAS, "LAS_S.bmp", "LAS_SD.bmp", "LAS_L.bmp", "LAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 1 , 435 , 1.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_las.dts", "mz_lasT.dts", T, 239 , 90 , 90 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.30 , 0.73 ); // projectileId Charge_limit Charge_rate weaponEnergy( 1 , 20 , 15.00 ); //------------------------------------------------------------------------- // Heavy Laser { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 102 , "wg_hlas.dts", M, IDSFX_HLAS, 1000 , A, IDSPEC_WEA_HLAS ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_HLAS, IDWDESC_HLAS, "HLAS_S.bmp", "HLAS_SD.bmp", "HLAS_L.bmp", "HLAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 3 , 700 , 3.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_las.dts", "mz_lasT.dts", T, 239 , 160 , 90 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.3 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.50 , 0.60 ); // projectileId Charge_limit Charge_rate weaponEnergy( 2 , 40 , 25.00 ); //------------------------------------------------------------------------- // Compression Laser {terran} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 103 , "wt_clas.dts", S, IDSFX_CLAS, 800 , H, IDSPEC_WEA_CLAS ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_CLAS, IDWDESC_CLAS, "CLAS_S.bmp", "CLAS_SD.bmp", "CLAS_L.bmp", "CLAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 570 , 2.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_clas.dts", "mz_clasT.dts", T, 112 , 246 , 116 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.5 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.20 , 0.80 ); weaponShot( 0.00 , 2.20 , 0.80 , 0.2 ); weaponShot( 0.00 , 2.20 , 0.80 , 0.4 ); // projectileId Charge_limit Charge_rate weaponEnergy( 3 , 50 , 27.00 ); //------------------------------------------------------------------------- // Twin Laser {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 104 , "wc_tlas.dts", S, IDSFX_TLAS, 800 , C, IDSPEC_WEA_TLAS ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_TLAS, IDWDESC_TLAS, "TLAS_S.bmp", "TLAS_SD.bmp", "TLAS_L.bmp", "TLAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 495 , 2.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_tlas.dts", "mz_tlasT.dts", F, 239 , 90 , 90 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.5 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.90 , 0.92 ); weaponShot( 0.00 , 1.90 , 0.40 , 0.3 ); // projectileId Charge_limit Charge_rate weaponEnergy( 4 , 35 , 20.00 ); //------------------------------------------------------------------------- // Electro Magnetic Pulse Cannon { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 105 , "wg_emp.dts", S, IDSFX_EMP, 1000 , A, IDSPEC_WEA_EMP ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_EMP, IDWDESC_EMP, "EMP_S.bmp", "EMP_SD.bmp", "EMP_L.bmp", "EMP_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 3 , 610 , 1.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_emp.dts", "mz_empT.dts", T, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.1 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.20 , 0.95 ); // projectileId Charge_limit Charge_rate weaponEnergy( 5 , 28 , 20.00 ); //------------------------------------------------------------------------- // Electron Flux Whip {terran} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 106 , "wt_elf.dts", M, IDSFX_ELF, 1000 , H, IDSPEC_WEA_ELF ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_ELF, IDWDESC_ELF, "ELF_S.bmp", "ELF_SD.bmp", "ELF_L.bmp", "ELF_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 820 , 5.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_elf.dts", "mz_elfT.dts", F, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.5 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.00 , 0.80 ); // projectileId Charge_limit Charge_rate weaponEnergy( 6 , 85 , 50.00 ); //------------------------------------------------------------------------- // Blaster {masters} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 107 , "wm_blas.dts", M, IDSFX_BLAS, 1000 , X, IDSPEC_WEA_BLAS ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_BLAS, IDWDESC_BLAS, "BLAS_S.bmp", "BLAS_SD.bmp", "BLAS_L.bmp", "BLAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 755 , 4.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_blas.dts", "mz_blasT.dts", T, 112 , 246 , 116 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.1 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.20 , 0.87 ); // projectileId Charge_limit Charge_rate weaponEnergy( 7 , 42 , 35.00 ); //------------------------------------------------------------------------- // Heavy Blaster {masters} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 108 , "wm_hbla.dts", L, IDSFX_HBLA, 1000 , X, IDSPEC_WEA_HBLA ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_HBLA, IDWDESC_HBLA, "HBLA_S.bmp", "HBLA_SD.bmp", "HBLA_L.bmp", "HBLA_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 6 , 865 , 5.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_hbla.dts", "mz_hblaT.dts", T, 112 , 246 , 116 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.4 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 3.00 , 1.00 ); // projectileId Charge_limit Charge_rate weaponEnergy( 8 , 72 , 45.00 ); //------------------------------------------------------------------------- // Particle Beam Weapon {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 109 , "wc_pbw.dts", L, IDSFX_PBW, 1200 , C, IDSPEC_WEA_PBW ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_PBW, IDWDESC_PBW, "PBW_S.bmp", "PBW_SD.bmp", "PBW_L.bmp", "PBW_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 900 , 7.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_pbw.dts", "mz_pbwT.dts", T, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.8 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.00 , 0.35 ); // projectileId Charge_limit Charge_rate weaponEnergy( 9 , 100 , 50.00 ); // quantum weapons //------------------------------------------------------------------------- // Plasma { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 110 , "wg_plas.dts", L, IDSFX_PLAS, 1200 , A, IDSPEC_WEA_PLAS ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_PLAS, IDWDESC_PLAS, "PLAS_S.bmp", "PLAS_SD.bmp", "PLAS_L.bmp", "PLAS_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 6 , 1025 , 8.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_plas.dts", "mz_plasT.dts", T, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.9 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 3.20 , 1.05 ); // projectileId Charge_limit Charge_rate weaponEnergy( 10 , 110 , 50.00 ); //------------------------------------------------------------------------- // Blink Gun {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 111 , "wc_blnk.dts", M, IDSFX_BLNK, 1000 , C, IDSPEC_WEA_BLNK ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_BLNK, IDWDESC_BLNK, "BLNK_S.bmp", "BLNK_SD.bmp", "BLNK_L.bmp", "BLNK_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 785 , 3.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_blnk.dts", "mz_blnkT.dts", F, 112 , 246 , 116 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 0.8 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId Charge_limit Charge_rate weaponEnergy( 11 , 45 , 45.00 ); //------------------------------------------------------------------------- // Quantum Gun {masters} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 112 , "wm_qgun.dts", X, IDSFX_QGUN, 1200 , X, IDSPEC_WEA_QGUN ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_QGUN, IDWDESC_QGUN, "QGUN_S.bmp", "QGUN_SD.bmp", "QGUN_L.bmp", "QGUN_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 7 , 1135 , 8.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_las.dts", "mz_blasT.dts", T, 128 , 0 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.50 , 1.20 ); // projectileId Charge_limit Charge_rate weaponEnergy( 12 , 140 , 60.00 ); //------------------------------------------------------------------------- // Magneto-Fusion Assault Cannon {masters} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 113 , "wm_mfac.dts", X, IDSFX_MFAC, 1200 , X, IDSPEC_WEA_MFAC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_MFAC, IDWDESC_MFAC, "MFAC_S.bmp", "MFAC_SD.bmp", "MFAC_L.bmp", "MFAC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 8 , 1225 , 10.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_mfac.dts", "mz_mfacT.dts", F, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.8 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId Charge_limit Charge_rate weaponEnergy( 13 , 155 , 50.00 ); //------------------------------------------------------------------------- // Nanno Infuser {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 114 , "wc_nano.dts", S, IDSFX_NANO, 800 , C, IDSPEC_WEA_NANO ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_NANO, IDWDESC_NANO, "NANO_S.bmp", "NANO_SD.bmp", "NANO_L.bmp", "NANO_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 600 , 2.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_blas.dts", "mz_blasT.dts", T, 112 , 246 , 116 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.7 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.50 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 14 , 30 , 30 , 1 ); //------------------------------------------------------------------------- // Nannite Cannon {masters} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 115 , "wm_ncan.dts", M, IDSFX_NCAN, 800 , X, IDSPEC_WEA_NCAN ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_NCAN, IDWDESC_NCAN, "NCAN_S.bmp", "NCAN_SD.bmp", "NCAN_L.bmp", "NCAN_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 660 , 4.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_blas.dts", "mz_blasT.dts", T, 112 , 246 , 116 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.7 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.75 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 15 , 25 , 25 , 1 ); // ballistic weapons //------------------------------------------------------------------------- // Autocannon { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 116 , "wg_atc.dts", S, IDSFX_ATC, 800 , A, IDSPEC_WEA_ATC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_ATC, IDWDESC_ATC, "ATC_S.bmp", "ATC_SD.bmp", "ATC_L.bmp", "ATC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 1 , 400 , 1.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_atc.dts", "mz_atcT.dts", F, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 0.5 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.20 , 0.70 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 16 , 9000 , 9000 , 31 ); //------------------------------------------------------------------------- // Heavy Autocannon { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 117 , "wg_hatc.dts", M, IDSFX_HATC, 800 , A, IDSPEC_WEA_HATC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_HATC, IDWDESC_HATC, "HATC_S.bmp", "HATC_SD.bmp", "HATC_L.bmp", "HATC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 3 , 610 , 3.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_hatc.dts", "mz_hatcT.dts", F, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 0.7 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.90 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 17 , 4000 , 4000 , 21 ); //------------------------------------------------------------------------- // Electro-Mag Autocannon {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 118 , "wc_emc.dts", S, IDSFX_EMC, 800 , C, IDSPEC_WEA_EMC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_EMC, IDWDESC_EMC, "EMC_S.bmp", "EMC_SD.bmp", "EMC_L.bmp", "EMC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 520 , 2.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_plas.dts", "mz_plasT.dts", T, 72 , 150 , 255 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 0.6 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 1.50 , 0.50 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 18 , 5000 , 5000 , 21 ); //------------------------------------------------------------------------- // Blast Cannon { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 119 , "wg_bc.dts", L, IDSFX_BC, 1200 , A, IDSPEC_WEA_BC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_BC, IDWDESC_BC, "BC_S.bmp", "BC_SD.bmp", "BC_L.bmp", "BC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 920 , 8.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_rail.dts", "mz_railT.dts", T, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.7 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 3.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 19 , 25 , 25 , 1 ); //------------------------------------------------------------------------- // Heavy Blast Cannon { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 120 , "wg_hbc.dts", X, IDSFX_HBC, 1200 , A, IDSPEC_WEA_HBC ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_HBC, IDWDESC_HBC, "HBC_S.bmp", "HBC_SD.bmp", "HBC_L.bmp", "HBC_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 1015 , 10.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_rail.dts", "mz_railT.dts", T, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 0.0 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 3.30 , 1.15 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 20 , 15 , 15 , 1 ); //------------------------------------------------------------------------- // Rail Gun {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 121 , "wc_rail.dts", L, IDSFX_RAIL, 1200 , C, IDSPEC_WEA_RAIL ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_RAIL, IDWDESC_RAIL, "RAIL_S.bmp", "RAIL_SD.bmp", "RAIL_L.bmp", "RAIL_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 975 , 6.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_plas.dts", "mz_plasT.dts", T, 255 , 208 , 62 , 2.5 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.20 , 0.00 , T ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 3.20 , 0.60 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 21 , 40 , 40 , 1 ); // bombs //------------------------------------------------------------------------- // Laser Guided Bomb {common} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 10 , "wc_rail.dts", M, IDSFX_LGB, 500 , A, IDSPEC_WEA_LGB ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_LGB, IDWDESC_LGB, "LGB_S.bmp", "LGB_SD.bmp", "LGB_L.bmp", "LGB_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 2 , 500 , 1.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.0 , 2.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 3.20 , 0.60 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 22 , 5 , 5 , 1 ); //------------------------------------------------------------------------- // Hades {terran} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 11 , "wc_rail.dts", M, IDSFX_HAD, 500 , H, IDSPEC_WEA_HAD ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_HAD, IDWDESC_HAD, "HAD_S.bmp", "HAD_SD.bmp", "HAD_L.bmp", "HAD_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 6 , 500 , 3.00 ); // Reload/anim_time Lock_time Converge weaponGeneral( 1.0 , 2.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 3.20 , 0.60 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 23 , 5 , 5 , 1 ); // missles // reload time is half lock time //------------------------------------------------------------------------- // Pit Viper Missile Pack 8 { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 124 , "wg_vip8.dts", S, IDSFX_VIP8, 800 , A, IDSPEC_WEA_VIP8 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_VIP8, IDWDESC_VIP8, "VIP_S.bmp", "VIP_SD.bmp", "VIP_L.bmp", "VIP_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 2 , 605 , 3.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_smok.dts", "mz_smokT.dts", T, 0 , 0 , 0 , 0 ); // Reload/anim_time Lock_time Converge weaponGeneral( 3.0 , 4.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 24 , 8 , 8 , 1 ); //------------------------------------------------------------------------- // Pit Viper Missile Pack 12 { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 125 , "wg_vip12.dts", M, IDSFX_VIP12, 1000 , A, IDSPEC_WEA_VIP12 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_VIP12, IDWDESC_VIP12, "VIP_S.bmp", "VIP_SD.bmp", "VIP_L.bmp", "VIP_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 3 , 700 , 4.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_smok.dts", "mz_smokT.dts", T, 0 , 0 , 0 , 0 ); // Reload/anim_time Lock_time Converge weaponGeneral( 3.0 , 4.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.50 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 24 , 12 , 12 , 1 ); //------------------------------------------------------------------------- // Sparrow Missile Pack 6 { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 126 , "wg_spr6.dts", S, IDSFX_SPR6, 800 , A, IDSPEC_WEA_SPR6 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_SPR6, IDWDESC_SPR6, "SPR_S.bmp", "SPR_SD.bmp", "SPR_L.bmp", "SPR_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 2 , 490 , 2.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_smok.dts", "mz_smokT.dts", T, 0 , 0 , 0 , 0 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 3.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 25 , 6 , 6 , 1 ); //------------------------------------------------------------------------- // Sparrow Missile Pack 10 { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 127 , "wg_spr10.dts", M, IDSFX_SPR10, 1000 , A, IDSPEC_WEA_SPR10 ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_SPR10, IDWDESC_SPR10, "SPR_S.bmp", "SPR_SD.bmp", "SPR_L.bmp", "SPR_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 3 , 560 , 3.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_smok.dts", "mz_smokT.dts", T, 0 , 0 , 0 , 0 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 3.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 25 , 10 , 10 , 1 ); //------------------------------------------------------------------------- // SWARM Missle Pack 6 {terran} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 128 , "wt_swrm.dts", M, IDSFX_SWRM, 1000 , H, IDSPEC_WEA_SWRM ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_SWRM, IDWDESC_SWRM, "SWRM_S.bmp", "SWRM_SD.bmp", "SWRM_L.bmp", "SWRM_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 630 , 4.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_smok.dts", "mz_smokT.dts", T, 0 , 0 , 0 , 0 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.5 , 3.5 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 26 , 6 , 6 , 1 ); //------------------------------------------------------------------------- // Minion Missle Pack 10 { common } // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 129 , "wg_min.dts", M, IDSFX_MIN, 1000 , A, IDSPEC_WEA_MIN ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_MIN, IDWDESC_MIN, "MIN_S.bmp", "MIN_SD.bmp", "MIN_L.bmp", "MIN_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 5 , 840 , 3.50 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_smok.dts", "mz_smokT.dts", T, 0 , 0 , 0 , 0 ); // Reload/anim_time Lock_time Converge weaponGeneral( 4.0 , 5.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 27 , 10 , 10 , 1 ); //------------------------------------------------------------------------- // Shrike Missle Pack 8 {cybrid} // Id Shape Size Sound_Tag Damage Tech Base Description Tag newWeapon( 130 , "wc_shrk.dts", M, IDSFX_SHRK, 1000 , C, IDSPEC_WEA_SHRK ); // ShortName_tag Longname_tag SmallBmp SmDisabledBmp LargeBmp LgDisabledBmp weaponInfo1( IDWEA_SHRK, IDWDESC_SHRK, "SHRK_S.bmp", "SHRK_SD.bmp", "SHRK_L.bmp", "SHRK_LD.bmp" ); // Techlevel CombatValue Mass weaponInfo2( 4 , 800 , 5.00 ); // MuzzleShape Trans MuzzleShape FaceCamera FlashColor (R) (G) (B) FlashRange weaponMuzzle( "mz_smok.dts", "mz_smokT.dts", T, 0 , 0 , 0 , 0 ); // Reload/anim_time Lock_time Converge weaponGeneral( 2.0 , 3.0 , F ); // FireOffset (X) (Y) (Z) FireTime weaponShot( 0.00 , 2.00 , 1.00 ); // projectileId maxAmmo startAmmo roundsPerVolley weaponAmmo( 28 , 8 , 8 , 1 );