set g_turrets_unit_plasma_std_health 500 set g_turrets_unit_plasma_std_respawntime 60 // Do this mutch damage set g_turrets_unit_plasma_std_shot_dmg 80 //This often set g_turrets_unit_plasma_std_shot_refire 0.6 //Over this mutch area set g_turrets_unit_plasma_std_shot_radius 150 //Traveling at this speed set g_turrets_unit_plasma_std_shot_speed 2000 //With a random spread of set g_turrets_unit_plasma_std_shot_spread 0.015 //Pushing things this hard set g_turrets_unit_plasma_std_shot_force 100 //Each volly is this many shots (0=1) set g_turrets_unit_plasma_std_shot_volly 0 // Refire time upon compleated volly set g_turrets_unit_plasma_std_shot_volly_refire 0 // Scan for targets within this range set g_turrets_unit_plasma_std_target_range 3500 // But no close then this set g_turrets_unit_plasma_std_target_range_min 200 // If we have a choise, prefer the ones closer to this distance set g_turrets_unit_plasma_std_target_range_optimal 500 // Targetselect is made for each turret based on range, angle (turrets needs to turn to aim at), if its a player / missile // scale range score this mucth set g_turrets_unit_plasma_std_target_select_rangebias 0.5 // scale 'same' score this mutch (stick with same target) set g_turrets_unit_plasma_std_target_select_samebias 0.01 // and so on set g_turrets_unit_plasma_std_target_select_anglebias 0.25 set g_turrets_unit_plasma_std_target_select_playerbias 1 set g_turrets_unit_plasma_std_target_select_missilebias 0 // Can carry this mutch ammo. one dmg = one ammo set g_turrets_unit_plasma_std_ammo_max 640 // Start with this mutch ammo set g_turrets_unit_plasma_std_ammo 320 // Regain ammo this fast (per sec) set g_turrets_unit_plasma_std_ammo_recharge 40 // If predicted emeypos is this or closer to predicted impact, fire is ok set g_turrets_unit_plasma_std_aim_firetolerance_dist 120 // Aim how fast. for track_type 1 this is dgr/sec, for 2 & 3 its the maximum angle speed added each second set g_turrets_unit_plasma_std_aim_speed 270 // Max rottation of head set g_turrets_unit_plasma_std_aim_maxrot 360 // Max pitch of head set g_turrets_unit_plasma_std_aim_maxpitch 30 // How the head turns. // 1 = hard steps, good for aiming preformace, bad for visuals. // 2 = smooth w/o inertia // 3 = smmoth with simulated inertia set g_turrets_unit_plasma_std_track_type 3 // Following controls how _track_type = 3 works. set g_turrets_unit_plasma_std_track_accel_pitch 0.5 set g_turrets_unit_plasma_std_track_accel_rot 0.8 set g_turrets_unit_plasma_std_track_blendrate 0.2