set g_turrets 1 set g_turrets_reloadcvars 0 set g_turrets_nofire 0 // Target scanning and validation can be resource intensive // Dont let turrets look for new targets more frequently then this set g_turrets_targetscan_mindelay 0.1 // Do a targetscan at least this often regarless. set g_turrets_targetscan_maxdelay 1 // Turrets with no target returns to their idle aim after this much time. set g_turrets_aimidle_delay 5 // --- Units --- // Machinegun on a stick. exec unit_machinegun.cfg // Hunter killer rocket turret. "smart rockets" exec unit_hk.cfg // Fires a pair of accelerating, simple homing rockets. exec unit_hellion.cfg // Fire lots of dumbfire rockets exec unit_mlrs.cfg // Kills killable enemy missiles. exec unit_flac.cfg // Support unit. Recharges friendly energy based turrets in range exec unit_fusreac.cfg // "Electro" turret. exec unit_plasma.cfg // The the all new "Electro" turret, same ting with two barrels. exec unit_plasma2.cfg // AAAaaaarg! Bzzaat! yber turret. chain lightning missile and player killing. exec unit_tesla.cfg // Fires a constant beam that slows down and slowly damages its target. exec unit_phaser.cfg // The bastred son of a turret and a quake monster. // A walking minigun with longrage missiles and closerange meele attack. exec unit_walker.cfg // OMG! Its the Evil Wheel! :O exec unit_ewheel.cfg // exec unit_repulsor.cfg set g_turrets_reloadcvars 0 // reload when this cfg has been exec'd alias g_turrets_reload "set g_turrets_reloadcvars 1"