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