2 set g_turrets_reloadcvars 0
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3 set g_turrets_nofire 0
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5 // Target scanning and validation can be resource intensive
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6 // Dont let turrets look for new targets more frequently then this
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7 set g_turrets_targetscan_mindelay 0.1
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9 // Do a targetscan at least this often regarless.
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10 set g_turrets_targetscan_maxdelay 1
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12 // Turrets with no target returns to their idle aim after this much time.
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13 set g_turrets_aimidle_delay 5
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17 // Machinegun on a stick.
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18 exec unit_machinegun.cfg
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20 // Hunter killer rocket turret. "smart rockets"
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23 // Fires a pair of accelerating, simple homing rockets.
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24 exec unit_hellion.cfg
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26 // Fire lots of dumbfire rockets
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29 // Kills killable enemy missiles.
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32 // Support unit. Recharges friendly energy based turrets in range
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33 exec unit_fusreac.cfg
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35 // "Electro" turret.
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36 exec unit_plasma.cfg
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38 // The the all new "Electro" turret, same ting with two barrels.
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39 exec unit_plasma2.cfg
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41 // AAAaaaarg! Bzzaat! yber turret. chain lightning missile and player killing.
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44 // Fires a constant beam that slows down and slowly damages its target.
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45 exec unit_phaser.cfg
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47 // The bastred son of a turret and a quake monster.
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48 // A walking minigun with longrage missiles and closerange meele attack.
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49 exec unit_walker.cfg
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51 // OMG! Its the Evil Wheel! :O
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52 exec unit_ewheel.cfg
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55 exec unit_repulsor.cfg
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57 set g_turrets_reloadcvars 0 // reload when this cfg has been exec'd
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58 alias g_turrets_reload "set g_turrets_reloadcvars 1"
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