1 set g_turrets_unit_plasma_std_health 500
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2 set g_turrets_unit_plasma_std_respawntime 60
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4 // Do this mutch damage
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5 set g_turrets_unit_plasma_std_shot_dmg 60
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7 set g_turrets_unit_plasma_std_shot_refire 0.7
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8 //Over this mutch area
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9 set g_turrets_unit_plasma_std_shot_radius 150
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10 //Traveling at this speed
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11 set g_turrets_unit_plasma_std_shot_speed 6000
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12 //With a random direction of
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13 set g_turrets_unit_plasma_std_shot_spread 0.0125
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14 //Pushing things this hard
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15 set g_turrets_unit_plasma_std_shot_force 100
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16 //Each volly is this many shots
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17 set g_turrets_unit_plasma_std_shot_volly 1
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18 // Refire upon compleated volly
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19 set g_turrets_unit_plasma_std_shot_volly_refire 0.7
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21 // Scan for targets within this range
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22 set g_turrets_unit_plasma_std_target_range 4000
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23 // But no close then this
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24 set g_turrets_unit_plasma_std_target_range_min 240
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25 // If thise or closer, fire
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26 set g_turrets_unit_plasma_std_target_range_fire 3800
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27 // If we have a choise, prefer the ones closer to this distance
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28 set g_turrets_unit_plasma_std_target_range_optimal 2000
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31 // Targetselect is made for each turret based on range, angle (turrets needs to turn to aim at), if its a player / missile
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32 // scale range score this mucth
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33 set g_turrets_unit_plasma_std_target_select_rangebias 0.25
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34 // scale 'same' score this mutch (stick with same target)
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35 set g_turrets_unit_plasma_std_target_select_samebias 0.25
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37 set g_turrets_unit_plasma_std_target_select_anglebias 0.5
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38 set g_turrets_unit_plasma_std_target_select_playerbias 1
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39 set g_turrets_unit_plasma_std_target_select_missilebias 0
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41 // Can catty this mutch ammo. one dmg = one ammo
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42 set g_turrets_unit_plasma_std_ammo_max 600
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43 // Start with this mutch ammo
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44 set g_turrets_unit_plasma_std_ammo 300
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45 // Regain ammo this fast (per sec)
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46 set g_turrets_unit_plasma_std_ammo_recharge 30
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48 // If predicted emeypos is this or closer to predicted impact, fire is ok
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49 set g_turrets_unit_plasma_std_aim_firetolerance_dist 256
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50 // If angle ofset to predicted emeypos is this or less, fire is ok
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51 set g_turrets_unit_plasma_std_aim_firetolerance_angle 10
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52 // Aim how fast (for g_turrets_unit_plasma_std_track_type=1 this is dgr/sec, for 2 & 3 its the maximum force added each sec)
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53 set g_turrets_unit_plasma_std_aim_speed 250
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54 // Max rottation of head
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55 set g_turrets_unit_plasma_std_aim_maxrot 360
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57 set g_turrets_unit_plasma_std_aim_maxpitch 25
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59 // How the head turns.
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60 // 1 = hard steps, good for aiming preformace, bad for visuals.
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61 // 2 = smooth w/o inertia
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62 // 3 = smmoth with simulated inertia
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63 set g_turrets_unit_plasma_std_track_type 3
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64 // Following controls how _track_type = 3 works.
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65 set g_turrets_unit_plasma_std_track_accel_pitch 0.4
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66 set g_turrets_unit_plasma_std_track_accel_rot 0.4
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67 set g_turrets_unit_plasma_std_track_blendrate 0.35
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