[Explosion]
nickname = missile01_mark05_explosion
effect = dsy_cannonball_01_impact
lifetime = 0, 0
process = disappear
strength = 100 radius = 50 ;Can be adjusted to make the weapon more dangerous to the wielder hull_damage = 2000
energy_damage = 0
impulse = 0
[Munition]
nickname = missile01_mark05_ammo
explosion_arch = missile01_mark05_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true ammo_limit = 80 ;Can be adjusted to reduce potential damage pool hit_pts = 2 ;Must be adjusted to higher values if the refire rate is high
one_shot_sound = fire_missile_regular
const_effect = dsy_cannonball_01_drive detonation_dist = 12 ;Must be adjusted to make it easier/harder to hit
lifetime = 3
Motor = missile01_mark05_motor
force_gun_ori = false
HP_trail_parent = HPExhaust seeker = DUMB
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35 max_angular_velocity = 0 seeker_fov_deg = 35
DA_archetype = equipment\models\weapons\br_slugger_missile.3db
material_library = equipment\models\br_equip.mat
ids_name = 265151
ids_info = 266151
mass = 1
volume = 0
[Gun]
nickname = missile01_mark05
ids_name = 263151
ids_info = 264151
DA_archetype = equipment\models\weapons\br_slugger_launcher.cmp
material_library = equipment\models\br_equip.mat
HP_child = HPConnect
hit_pts = 6750
explosion_resistance = 0.33
debris_type = debris_normal parent_impulse = 0
child_impulse = 0
volume = 0
mass = 10
hp_gun_type = hp_gun_special_10
damage_per_fire = 0 power_usage = 1000 ;Can be adjusted for DPM balance refire_delay = 0.5 ;Can be adjusted, but if fire rate is fast enough missiles will chain-detonate. Up HP count to avoid this. muzzle_velocity = 750 ;Can be reduced to make varients for 600ms loadouts
toughness = 24.500000
projectile_archetype = missile01_mark05_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 180
lootable = true
LODranges = 0, 40, 80, 120, 200
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