//name //(STRING)name of weapon, use same name in .veh file, use no spaces or special characters //{ //name //(STRING) Unique name of weapon, must be same as the name above //projectile //(INT)0 = traceline, 1 = projectile (missile entity) //hasGravity //(INT)0 = no grav, 1 = normal grav (on projectiles only) //ionWeapon //(INT) 0 = not an ion weapon, 1 = disables ship shields and sends them out of control //muzzleFX //(STRING)path to Muzzle Effect, starting from "effects" //shotFX //(STRING)path to Shot Effect, starting from "effects" //impactFX //(STRING)path to Impact Effect, starting from "effects" //g2MarkShaderHandle //(STRING) name of shader to use for G2 marks made on other models when hit by this projectile //g2MarkSize //(FLOAT) size (diameter) of the ghoul2 mark //loopSound //(STRING)path to loopSound, starting from "base" //speed //(FLOAT)speed of projectile/range of traceline //homing //(FLOAT)0.0 = not homing, 0.5 = half vel to targ, half cur vel, 1.0 = all vel to targ //homingFOV //(FLOAT, -1.0 to 1.0) default 0. Missile will lose lock on if DotProduct of missile direction and direction to target ever drops below this (-1 to 1, -1 = never lose target, 0 = lose if ship gets behind missile, 1 = pretty much will lose it's target right away) //lockOnTime //(INT)0 = no lock time needed, else # of ms needed to lock on //damage //(INT)damage done when traceline or projectile directly hits target //splashDamage //(INT)damage done to ents in splashRadius of end of traceline or projectile origin on impact //splashRadius //(FLOAT)radius that ent must be in to take splashDamage (linear fall-off) //ammoPerShot //(INT)how much "ammo" each shot takes //health //(INT)if non-zero, projectile can be shot, takes this much damage before being destroyed //width //(FLOAT)width of traceline or bounding box of projecile (non-rotating!) //height //(FLOAT)height of traceline or bounding box of projecile (non-rotating!) //lifetime //(INT) after this many milliseconds, it will remove itself //explodeOnExpire //(INT) if set to 1, it will explode when lifetime is up, not just remove itself //}