asdasddasdsa
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@ -29,15 +29,15 @@ RepairRate=.012 ; minutes between applying repair step
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RepairStep=8 ; hit points to heal per repair 'tick'
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URepairRate=.016 ; [units only] minutes between applying repair step
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IRepairRate=.001 ; [infantry only] minutes between applying repair step
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IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
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IRepairStep=20 ; [infantry only] hit points to heal per repair 'tick' for infantry
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TiberiumHeal=.010 ; minutes between applying Tiberium healing [for those units that heal in Tiberium]
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SelfHealInfantryFrames=50
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SelfHealInfantryAmount=25
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SelfHealUnitFrames=40
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SelfHealUnitAmount=5 ;gs Tech Machine Shop and Tech Hospital
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SelfHealInfantryAmount=15
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SelfHealUnitFrames=75
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SelfHealUnitAmount=3 ;gs Tech Machine Shop and Tech Hospital
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; income and production
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;BailCount=28 ; number of 'bails' carried by a harvester
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;BailCount=28 ; number of 'bails' carried by a harvester
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BuildSpeed=.7 ; general build speed [time (in minutes) to produce a 1000 credit cost item]
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BuildupTime=.06 ; average minutes that building build-up animation runs
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GrowthRate=.1 ; minutes between ore (Tiberium) growth
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@ -3875,7 +3875,10 @@ Category=Soldier
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Primary=M60
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Secondary=MissileLauncher ;GEF New Guardian GI weapon
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OpenTransportWeapon=1;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
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Occupier=no;yes ; I can Occupy UC buildings
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Occupier=yes;yes ; I can Occupy UC buildings
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OccupyWeapon=MissileLauncherE
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OccupyWeapon=MissileLauncher; The weapon I use while Occupying. Defaults to 0 (Primary)
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EliteOccupyWeapon=MissileLauncherE; The weapon I use while Occupying. Defaults to 0 (Primary)
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Prerequisite=GAPILE
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CrushSound=InfantrySquish
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Strength=200
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@ -4038,6 +4041,7 @@ Category=Soldier
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Prerequisite=GAPILE,RADAR
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PrerequisiteOverride=CAWA2A,CAWA2B,CAWA2C,CAWA2D ; SJM: any Pentagon building sufficient to build SEAL
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Primary=MP5
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Secondary=Sapper
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OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
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NavalTargeting=4
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LeadershipRating=8
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@ -4080,8 +4084,12 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF,FASTER
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Size=1
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DetectDisguise=yes
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ElitePrimary=MP5E
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EliteSecondary=Sapper
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IFVMode=4
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UseOwnName=true
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Occupier=yes ; I can Occupy UC buildings
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OccupyWeapon=MP5; The weapon I use while Occupying. Defaults to 0 (Primary)
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EliteOccupyWeapon=MP5E; The weapon I use while Occupying. Defaults to 0 (Primary)
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[TANY]
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UIName=Name:TANYA
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@ -4089,7 +4097,6 @@ Name=Tanya
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Category=Soldier
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Prerequisite=GAPILE,GATECH
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Primary=DoublePistols
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Secondary=Sapper
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OpenTransportWeapon=0;defaults to -1 (decide normally) What weapon should I use in a Battle Fortress
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NavalTargeting=4
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LeadershipRating=8
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@ -4132,12 +4139,13 @@ EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
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Size=1
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DetectDisguise=yes
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ElitePrimary=DoublePistolsE
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EliteSecondary=Sapper
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IFVMode=4
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BuildLimit=1
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SelfHealing=yes
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UseOwnName=true
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Occupier=yes
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OccupyWeapon=DoublePistols; The weapon I use while Occupying. Defaults to 0 (Primary)
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EliteOccupyWeapon=DoublePistolsE; The weapon I use while Occupying. Defaults to 0 (Primary)
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; Chrono Legionnaire
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[CLEG]
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@ -4247,6 +4255,9 @@ PreventAttackMove=yes
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MoveToShroud=no
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IFVMode=4
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DetectDisguise=yes
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Occupier=yes
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OccupyWeapon=ChronoMP5; The weapon I use while Occupying. Defaults to 0 (Primary)
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EliteOccupyWeapon=ChronoMP5E; The weapon I use while Occupying. Defaults to 0 (Primary)=
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;Psi-Commando ;anybody gets Yuri tech ;note, what you get is based on type of Tech Center, not country of guy who owns it
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[PTROOP]
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@ -4298,7 +4309,9 @@ ImmuneToPsionics=yes
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ElitePrimary=MindControl2E
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IFVMode=4
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Trainable=yes
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Occupier=yes
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OccupyWeapon=MindControl2E; The weapon I use while Occupying. Defaults to 0 (Primary)
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EliteOccupyWeapon=MindControl2E; The weapon I use while Occupying. Defaults to 0 (Primary)
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; **************************** Side Specific *******************************
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@ -4349,6 +4362,9 @@ SelfHealing=yes
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BuildLimit=1
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Trainable=yes
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DetectDisguise=yes
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Occupier=yes
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OccupyWeapon=AWP; The weapon I use while Occupying. Defaults to 0 (Primary)
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EliteOccupyWeapon=AWPE; The weapon I use while Occupying. Defaults to 0 (Primary)
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; **************************************************************************
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@ -11833,6 +11849,8 @@ NumberImpassableRows=3 ; This is the fix to the Repair depots are flat and Radio
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ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
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ResourceDestination=yes;gs for the AI to handle the slave miner, it has to understand what makes money
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Drainable=no
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ProduceCashAmount=20 ; Amount every Delay
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ProduceCashDelay=100 ; Frame delay between Amounts
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; Allied weapons factory
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[GAWEAP]
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@ -11867,7 +11885,7 @@ DamageSmokeOffset=408,880,435
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AIBuildThis=yes
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ExitCoord=512,256,0
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Spyable=no
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UnitsGainSelfHeal=2 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames
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UnitsGainSelfHeal=5 ; one 'unit' of SelfHealUnitAmount per SelfHealUnitFrames
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;WantsExtraSpace=yes ; gs This will look for a space AIBaseSpacing+1 when the computer places, but will settle for AIBasSpacing
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ImmuneToPsionics=yes ; defaults to yes for buildings, no for others
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NumberImpassableRows=1 ; Tanks unlimbo on the second cell. Drive locomotor's Force Track ignores the building, but hover gets stuck
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@ -12045,8 +12063,8 @@ Crewed=yes
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;Explodes=yes
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;DeathWeapon=OilExplosion
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OrePurifier=yes
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ProduceCashAmount=200 ; Amount every Delay
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ProduceCashDelay=60 ; Frame delay between Amounts
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ProduceCashAmount=50 ; Amount every Delay
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ProduceCashDelay=100 ; Frame delay between Amounts
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AIBuildThis=yes
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TogglePower=no
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Powered=true
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@ -14028,8 +14046,8 @@ Unsellable=yes
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Explodes=yes
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DeathWeapon=OilExplosion
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ProduceCashStartup=1000 ; credits when captured from the Neutral house
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ProduceCashAmount=40 ; Amount every Delay
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ProduceCashDelay=60 ; Frame delay between Amounts
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ProduceCashAmount=20 ; Amount every Delay
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ProduceCashDelay=100 ; Frame delay between Amounts
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WorkingSound=OilDerrickLoop
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LeaveRubble=yes
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RadarVisible=yes;gs put on radar even if insignificant and unowned (insignificant and owned is a UC building)
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@ -23028,9 +23046,9 @@ Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
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OccupantAnim=UCFLASH
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[UCPara]
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Damage=30
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ROF=15
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Range=6 ;7
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Damage=45
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ROF=10
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Range=7 ;7
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Projectile=InvisibleHigh
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Speed=100
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Warhead=SSAB
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@ -23039,9 +23057,9 @@ Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
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OccupantAnim=UCFLASH
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[UCElitePara]
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Damage=40
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ROF=15
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Range=6 ;7
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Damage=60
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ROF=10
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Range=7 ;7
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Projectile=InvisibleHigh
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Speed=100
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Warhead=SSAB
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@ -23069,8 +23087,8 @@ Warhead=SSA
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Report=RocketeerAttack
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[MP5]
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Damage=100
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ROF=10
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Damage=187.5
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ROF=6.67
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Range=7
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Projectile=InvisibleLow
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Speed=100
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@ -23844,7 +23862,7 @@ Projectile=InvisibleLow
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; Fire by Chrono Legion
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[NeutronRifle]
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Damage=16
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Damage=9999
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ROF=60
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Range=7.5
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Speed=100
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@ -24107,7 +24125,7 @@ Damage=1200
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Range=30
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Projectile=GiantNukeDown ;MultiMissile
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Speed=10
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RadLevel=9999
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RadLevel=65535
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Warhead=NUKE
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Report=
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@ -24463,9 +24481,9 @@ IsMagBeam=yes
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;GEF Weapons used by units in IFV
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[CRM60]
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Damage=25
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ROF=15
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Range=6;4
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Damage=37.5
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ROF=10
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Range=7;4
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Projectile=InvisibleLow
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Speed=100
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Warhead=SSA
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@ -24474,9 +24492,9 @@ Anim=MGUN-N,MGUN-NE,MGUN-E,MGUN-SE,MGUN-S,MGUN-SW,MGUN-W,MGUN-NW
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; Fire by Telsa Trooper
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[CRElectricBolt]
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Damage=60;50
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ROF=45;40 ;changed on 11/29 from 30 to 45
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Range=6;3
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Damage=90;50
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ROF=30;40 ;changed on 11/29 from 30 to 45
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Range=7;3
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Speed=100
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Warhead=Shock
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Report=TeslaTankAttack
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@ -24486,21 +24504,21 @@ AssaultAnim=UCELEC;the anim to play when a UC building is cleared (assaulters ne
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;Rocket Infantry
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[CRBAZOOKA]
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Damage=35;25
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ROF=30;60
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Range=8;6
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Damage=52.5;25
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ROF=20;60
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Range=9;6
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Projectile=AAHeatSeeker2
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Speed=25
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Warhead=AP
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Report=FlakCannonAttack
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[CRMP5] ;reimplementing this as an anti-infantry IFV weapon
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Damage=125
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ROF=10
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Range=7;8;6
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Damage=187.5
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ROF=6.67
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Range=8;8;6
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Projectile=InvisibleLow
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Speed=100
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Warhead=HollowPoint3
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Warhead=HollowPoint
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Report=SealAttack
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AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
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;OmniFire=yes
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@ -24519,11 +24537,11 @@ Report=MirageTankDisguise
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; Fire by Chrono Legion
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[CRNeutronRifle]
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Damage=5
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ROF=120
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Range=6
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Damage=9999
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ROF=60
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Range=10
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Speed=100
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Projectile=InvisibleLow
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Projectile=InvisibleAll
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Warhead=ChronoBeam
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Report=
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IsRadBeam=yes
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@ -24531,18 +24549,18 @@ Report=ChronoLegionAttack
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; rifle soldier weapons (multiple shots)
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[CRM1Carbine]
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Damage=30;20
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ROF=15;20
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Range=6;4
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Damage=45;20
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ROF=10;20
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Range=7;4
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Projectile=InvisibleLow
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Speed=100
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Warhead=SA
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Report=GIAttack
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[CRNuke]
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Damage=200 ;changed from 600 on 11/30
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ROF=80
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Range=1
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Damage=300 ;changed from 600 on 11/30
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ROF=53.33
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Range=2
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Projectile=InvisibleLow
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Speed=35 ; was 10
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RadLevel=500
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@ -24552,26 +24570,26 @@ Suicide=yes
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[CRTerrorBomb]
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Projectile=Invisible
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Damage=250
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Damage=375
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Warhead=TerrorBombWH
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Anim=RING1
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Range=1.5
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ROF=10
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Range=2.5
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ROF=6.67
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Suicide=yes
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[CRPsychicJab]
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Damage=25
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ROF=15
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Range=6.5
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Damage=37.5
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ROF=10
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Range=7.5
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Projectile=InvisibleLow
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Speed=100
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Warhead=SAFlame
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Report=InitiateAttack
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[CRVirusGun]
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Damage=125
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ROF=80
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Range=12
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Damage=187.5
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ROF=53.33
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Range=13
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Projectile=InvisibleLow
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Speed=100
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Report=VirusAttack
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@ -24579,9 +24597,9 @@ Warhead=Virus;HollowPoint
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RevealOnFire=no ; Doesn't clear shroud when fired
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[CRSuperMindBlast]
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Damage=250;Needed to be considered offensive unit
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Range=1
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ROF=50 ;200 needs to be closer to animation time (Kills everything anyway)
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Damage=375;Needed to be considered offensive unit
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Range=2
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ROF=33.33 ;200 needs to be closer to animation time (Kills everything anyway)
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Projectile=Psychic
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Speed=1
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Warhead=SuperPsiPulse
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@ -24592,9 +24610,9 @@ Anim=RING1
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;GI Missile Launcher
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[CRMissileLauncher]
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Damage=30
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ROF=40
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Range=8
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Damage=45
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ROF=26.67
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Range=9
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Burst=2
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Projectile=AAHeatSeeker2 ;AirToGroundMissile
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Speed=30 ;40
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@ -24603,9 +24621,9 @@ Report=GuardianGIDeployedAttack
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MinimumRange=1
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[Demobomb]
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Damage=300 ;was 400, changed 11/30
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ROF=80
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Range=1
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Damage=450 ;was 400, changed 11/30
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ROF=53.33
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Range=2
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Projectile=InvisibleLow
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Speed=35
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RadLevel=100
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@ -24615,9 +24633,9 @@ Suicide=yes
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; Fire by Desolater
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[CRRadBeamWeapon]
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Damage=175;125
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ROF=30;50
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Range=7;5
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Damage=262.5;125
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ROF=20;50
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Range=8;5
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Speed=100
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Projectile=InvisibleLow
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Warhead=RadBeamWarhead
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@ -24633,9 +24651,9 @@ Report=DesolatorAttack
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;Warhead=Controller
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;Report=FIEND2
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;Anim=WAKE2
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Damage=200;Needed to be considered offensive unit
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Range=1
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ROF=10;200 needs to be closer to animation time (Kills everything anyway)
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Damage=300;Needed to be considered offensive unit
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Range=2
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ROF=6.67;200 needs to be closer to animation time (Kills everything anyway)
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Projectile=Psychic
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Speed=1
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Warhead=PsiPulse
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@ -24646,20 +24664,20 @@ Anim=RING1
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[CRAWP]
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Damage=250;200
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ROF=100;150
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Range=14
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Projectile=InvisibleLow
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Damage=375;200
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ROF=66.67;150
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Range=22
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Projectile=InvisibleAll
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Speed=100
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Report=SILENCER
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Warhead=HollowPoint2
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Warhead=HollowPoint3
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RevealOnFire=no ; Doesn't clear shroud when fired
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; Fire by Prism Cannon
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[CowShot];[PrismShot]
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Damage=300
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ROF=75;100
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Range=12;8
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Damage=450
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ROF=50;100
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Range=13;8
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Speed=100
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Projectile=InvisibleHigh
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Warhead=PrismWarhead
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@ -24682,9 +24700,9 @@ RadLevel=500
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;Report=Dummy
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[CRFlakGuyGun] ; Anti-surface gun for the Flak Trooper
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Damage=30;20
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ROF=15;20
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Range=7;5
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Damage=45;20
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ROF=10;20
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Range=8;5
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Projectile=FlakTProj
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Speed=50
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Report=FlakTrackAttackGround ; put in new sound for this
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@ -25076,7 +25094,7 @@ FireInTransport=no;can't fire out of the BattleFortress
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; Fire by Chrono Legion
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[NeutronRifleE]
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Damage=32
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Damage=9999
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ROF=60
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Range=10
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Speed=100
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@ -25265,12 +25283,12 @@ Report=SealAttack
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AssaultAnim=UCBLOOD;the anim to play when a UC building is cleared (assaulters need this on their primary weapon)
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[ChronoMP5E]
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Damage=125
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ROF=10
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Range=6
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Damage=187.5
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ROF=6.67
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Range=7
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Projectile=InvisibleLow
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Speed=100
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Warhead=HollowPointNoBuilding
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Warhead=HollowPoint
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Report=SealAttack
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[ATGUNE]
|
||||
@ -27169,7 +27187,7 @@ ProneDamage=600%
|
||||
|
||||
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
|
||||
[HollowPoint]
|
||||
Verses=200%,100%,100%,15%,15%,15%,15%,15%,15%,15%,100% ; see note in comments above about 1%
|
||||
Verses=200%,100%,100%,20%,20%,20%,20%,20%,20%,20%,100% ; see note in comments above about 1%
|
||||
InfDeath=1
|
||||
AnimList=PIFF
|
||||
ProneDamage=100%
|
||||
@ -27177,14 +27195,14 @@ Bullets=yes
|
||||
|
||||
; anti-infantry rifle bullet (single shot -- very effective verses infantry)
|
||||
[HollowPoint2]
|
||||
Verses=100%,100%,100%,15%,15%,15%,15%,15%,15%,15%,100%;
|
||||
Verses=100%,100%,100%,50%,50%,50%,50%,50%,50%,50%,100%;
|
||||
InfDeath=1
|
||||
AnimList=PIFF
|
||||
ProneDamage=100%
|
||||
Bullets=yes
|
||||
|
||||
[HollowPoint3]
|
||||
Verses=100%,100%,100%,30%,30%,30%,30%,30%,30%,100%,100%
|
||||
Verses=100%,100%,100%,80%,80%,80%,80%,80%,80%,80%,100%
|
||||
InfDeath=1
|
||||
AnimList=PIFF
|
||||
ProneDamage=100%
|
||||
@ -27408,7 +27426,7 @@ AnimList=DEMTEXP
|
||||
|
||||
[ChronoBeam]
|
||||
;No chronoing spawned rockets
|
||||
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,0%
|
||||
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
|
||||
;Verses=100%,0%,20%,10%,0%
|
||||
;InfDeath=5
|
||||
Temporal=yes
|
||||
|
Loading…
Reference in New Issue
Block a user