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Add remaining game files (FAForever#3912)
Introduces the majority of the remaining blueprint and script files of the base game, vastly improving the capabilities of the upcoming intellisense for game, mod and map developers.
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4,173 files changed

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XAB3301_activate.sca

-70.2 KB
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XAB3301_lod0.scm

-109 KB
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ProjectileBlueprint {
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DevStatus = 'STABLE',
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Display = {
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Mesh = {
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LODs = {
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{
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MeshName = '/effects/Entities/Sphere01/Sphere01_lod0.scm',
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ShaderName = 'TMeshOuterCloud',
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AlbedoName = '/effects/Nuke/Plume02_Glow.dds',
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NormalsName = '/effects/Nuke/Plume02_Alpha.dds',
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LODCutoff = 1000.0,
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},
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},
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},
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UniformScale = 6.229,
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},
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Physics = {
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Acceleration = 0,
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AccelerationRange = 0,
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CollideEntity = false,
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CollideSurface = false,
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DestroyOnWater = false,
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DirectionX = 0,
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DirectionXRange = 0,
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DirectionY = 0,
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DirectionYRange = 0,
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DirectionZ = 0,
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DirectionZRange = 0,
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InitialSpeed = 0,
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InitialSpeedRange = 0,
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Lifetime = 26,
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MaxSpeed = 1,
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PositionY = 3,
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RotationalVelocity = 0,
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RotationalVelocityRange = 0,
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TurnRate = 0,
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UseGravity = false,
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VelocityAlign = false,
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},
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}
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--
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-- script for projectile BoneAttached
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--
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local NullShell = import('/lua/sim/defaultprojectiles.lua').NullShell
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EMPFluxWarheadEffect01 = Class(NullShell) {}
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TypeClass = EMPFluxWarheadEffect01
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ProjectileBlueprint {
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DevStatus = 'STABLE',
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Display = {
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Mesh = {
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LODs = {
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{
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MeshName = '/effects/Entities/Sphere01/Sphere01_lod0.scm',
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ShaderName = 'TMeshOuterCloud',
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AlbedoName = '/effects/Nuke/Plume02_Glow.dds',
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NormalsName = '/effects/Nuke/Plume02_Alpha.dds',
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LODCutoff = 1000.0,
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},
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},
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},
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UniformScale = 5.929,
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},
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Physics = {
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Acceleration = 0,
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AccelerationRange = 0,
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CollideEntity = false,
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CollideSurface = false,
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DestroyOnWater = false,
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DirectionX = 0,
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DirectionXRange = 0,
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DirectionY = 0,
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DirectionYRange = 0,
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DirectionZ = 0,
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DirectionZRange = 0,
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InitialSpeed = 0,
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InitialSpeedRange = 0,
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Lifetime = 26,
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MaxSpeed = 1,
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PositionY = 3,
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RotationalVelocity = 0,
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RotationalVelocityRange = 0,
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TurnRate = 0,
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UseGravity = false,
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VelocityAlign = false,
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},
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}
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--
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-- script for projectile BoneAttached
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--
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local NullShell = import('/lua/sim/defaultprojectiles.lua').NullShell
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EMPFluxWarheadEffect02 = Class(NullShell) {}
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TypeClass = EMPFluxWarheadEffect02
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ProjectileBlueprint {
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DevStatus = 'STABLE',
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Display = {
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Mesh = {
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LODs = {
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{
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MeshName = '/effects/Entities/Sphere01/Sphere01_lod0.scm',
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ShaderName = 'NukeEMP',
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AlbedoName = 'EMPFluxWarheadEffect03_Albedo.dds',
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NormalsName = 'EMPFluxWarheadEffect03_Alpha.dds',
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LODCutoff = 1000.0,
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},
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},
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},
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UniformScale = 5.429,
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},
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Physics = {
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Acceleration = 0,
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AccelerationRange = 0,
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CollideEntity = false,
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CollideSurface = false,
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DestroyOnWater = false,
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DirectionX = 0,
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DirectionXRange = 0,
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DirectionY = 0,
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DirectionYRange = 0,
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DirectionZ = 0,
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DirectionZRange = 0,
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InitialSpeed = 0,
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InitialSpeedRange = 0,
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Lifetime = 26,
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MaxSpeed = 1,
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PositionY = 3,
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RotationalVelocity = 0,
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RotationalVelocityRange = 0,
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TurnRate = 0,
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UseGravity = false,
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VelocityAlign = false,
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},
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}
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--
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-- script for projectile BoneAttached
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--
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local NullShell = import('/lua/sim/defaultprojectiles.lua').NullShell
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EMPFluxWarheadEffect03 = Class(NullShell) {}
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TypeClass = EMPFluxWarheadEffect03
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MeshBlueprint {
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LODs = {
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{
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ShaderName = 'TMeshNoNormals',
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},
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UniformScale = 1,
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},
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}
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MeshBlueprint {
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LODs = {
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{
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MeshName = '/effects/Entities/Sphere01/Sphere01_lod0.scm',
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AlbedoName = 'AeonShield01_Albedo.dds',
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NormalsName = 'AeonShield01_Normals.dds',
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SpecularName = 'AeonShield01_Specular.dds',
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ShaderName = 'ShieldAeon',
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LODCutoff = 1000,
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},
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},
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IconFadeInZoom = 4,
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SortOrder = 1000,
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StraddleWater = true,
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}
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ProjectileBlueprint {
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Audio = {
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Impact = Sound {
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Bank = 'Impacts',
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Cue = 'UEF_Expl_Med_Impact',
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LodCutoff = 'Weapon_LodCutoff',
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},
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ImpactTerrain = Sound {
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Bank = 'Impacts',
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Cue = 'Impact_Land_Gen_UEF',
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LodCutoff = 'Weapon_LodCutoff',
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},
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ImpactWater = Sound {
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Bank = 'Impacts',
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Cue = 'Impact_Water_Splash_UEF',
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LodCutoff = 'Weapon_LodCutoff',
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},
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},
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Categories = {
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'SERAPHIM',
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'PROJECTILE',
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'INDIRECTFIRE',
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},
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General = {
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Category = 'Bomb',
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Faction = 'Seraphim',
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TechLevel = 1,
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Weapon = 'Zhanasee Strategic Bomb 2',
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},
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Interface = {
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HelpText = 0,
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},
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Physics = {
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DestroyOnWater = true,
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TrackTarget = false,
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TurnRate = 360,
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VelocityAlign = true,
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StayUpright = false,
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Lifetime = 0.5,
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UseGravity = false,
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RotationalVelocity= 0,
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RotationalAcceleration = 0,
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Acceleration = 0,
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},
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}
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--****************************************************************************
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--**
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--** File : /data/projectiles/BrackmanQAIHackCircuitryEffect01/BrackmanQAIHackCircuitryEffect01_script.lua
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--**
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--** Author(s): Greg Kohne
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--**
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--** Summary : BrackmanQAIHackCircuitryEffect01, non-damaging
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--**
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--** Copyright © 2007 Gas Powered Games, Inc. All rights reserved.
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--****************************************************************************
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local EffectTemplate = import('/lua/EffectTemplates.lua')
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local EmitterProjectile = import('/lua/sim/defaultprojectiles.lua').EmitterProjectile
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BrackmanQAIHackCircuitryEffect01 = Class(EmitterProjectile) {
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FxImpactTrajectoryAligned = true,
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FxTrajectoryAligned= true,
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FxTrails = EffectTemplate.CBrackmanQAIHackCircuitryEffectFxtrailsALL[1],
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}
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TypeClass = BrackmanQAIHackCircuitryEffect01
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ProjectileBlueprint {
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Audio = {
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Impact = Sound {
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Bank = 'Impacts',
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Cue = 'UEF_Expl_Med_Impact',
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LodCutoff = 'Weapon_LodCutoff',
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},
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ImpactTerrain = Sound {
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Bank = 'Impacts',
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Cue = 'Impact_Land_Gen_UEF',
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LodCutoff = 'Weapon_LodCutoff',
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},
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ImpactWater = Sound {
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Bank = 'Impacts',
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Cue = 'Impact_Water_Splash_UEF',
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LodCutoff = 'Weapon_LodCutoff',
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},
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},
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Categories = {
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'SERAPHIM',
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'PROJECTILE',
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'INDIRECTFIRE',
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},
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General = {
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Category = 'Bomb',
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Faction = 'Seraphim',
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TechLevel = 1,
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Weapon = 'Zhanasee Strategic Bomb 2',
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},
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Interface = {
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HelpText = 0,
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},
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Physics = {
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DestroyOnWater = true,
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TrackTarget = false,
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TurnRate = 0,
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VelocityAlign = true,
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StayUpright = false,
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Lifetime = 0.5,
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UseGravity = false,
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RotationalVelocity= 0,
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RotationalAcceleration = 0,
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Acceleration = 0,
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},
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}
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--****************************************************************************
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--**
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--** File : /data/projectiles/BrackmanQAIHackCircuitryEffect02/BrackmanQAIHackCircuitryEffect02_script.lua
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--**
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--** Author(s): Greg Kohne
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--**
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--** Summary : BrackmanQAIHackCircuitryEffect02, non-damaging
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--**
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--** Copyright © 2007 Gas Powered Games, Inc. All rights reserved.
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--****************************************************************************
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local EffectTemplate = import('/lua/EffectTemplates.lua')
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local EmitterProjectile = import('/lua/sim/defaultprojectiles.lua').EmitterProjectile
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BrackmanQAIHackCircuitryEffect02 = Class(EmitterProjectile) {
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FxImpactTrajectoryAligned = true,
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FxTrajectoryAligned= true,
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FxTrails = EffectTemplate.CBrackmanQAIHackCircuitryEffectFxtrailsALL[2],
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}
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TypeClass = BrackmanQAIHackCircuitryEffect02
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ProjectileBlueprint {
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Audio = {
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Impact = Sound {
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Bank = 'Impacts',
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Cue = 'UEF_Expl_Med_Impact',
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LodCutoff = 'Weapon_LodCutoff',
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},
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ImpactTerrain = Sound {
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Bank = 'Impacts',
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Cue = 'Impact_Land_Gen_UEF',
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LodCutoff = 'Weapon_LodCutoff',
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},
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ImpactWater = Sound {
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Bank = 'Impacts',
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Cue = 'Impact_Water_Splash_UEF',
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LodCutoff = 'Weapon_LodCutoff',
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},
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},
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Categories = {
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'SERAPHIM',
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'PROJECTILE',
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'INDIRECTFIRE',
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},
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General = {
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Category = 'Bomb',
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Faction = 'Seraphim',
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TechLevel = 1,
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Weapon = 'Zhanasee Strategic Bomb 2',
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},
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Interface = {
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HelpText = 0,
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},
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Physics = {
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DestroyOnWater = true,
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TrackTarget = false,
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TurnRate = 0,
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VelocityAlign = true,
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StayUpright = false,
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Lifetime = 0.5,
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UseGravity = false,
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RotationalVelocity= 0,
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RotationalAcceleration = 0,
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Acceleration = 0,
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},
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}
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--****************************************************************************
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--**
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--** File : /data/projectiles/BrackmanQAIHackCircuitryEffect03/BrackmanQAIHackCircuitryEffect03_script.lua
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--**
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--** Author(s): Greg Kohne
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--**
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--** Summary : BrackmanQAIHackCircuitryEffect03, non-damaging
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--**
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--** Copyright © 2007 Gas Powered Games, Inc. All rights reserved.
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--****************************************************************************
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local EffectTemplate = import('/lua/EffectTemplates.lua')
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local EmitterProjectile = import('/lua/sim/defaultprojectiles.lua').EmitterProjectile
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BrackmanQAIHackCircuitryEffect03 = Class(EmitterProjectile) {
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FxImpactTrajectoryAligned = true,
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FxTrajectoryAligned= true,
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FxTrails = EffectTemplate.CBrackmanQAIHackCircuitryEffectFxtrailsALL[3],
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}
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TypeClass = BrackmanQAIHackCircuitryEffect03
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MeshBlueprint {
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LODs = {
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{
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ShaderName = 'TMeshNoNormals',
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},
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UniformScale = 1,
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},
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}
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MeshBlueprint {
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LODs = {
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{
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MeshName = '/effects/Entities/Sphere01/Sphere01_lod0.scm',
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ShaderName = 'PhalanxEffect',
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AlbedoName = 'CybranPhalanxSphere01_Albedo.dds',
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NormalsName = 'CybranPhalanxSphere01_Normals.dds',
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LODCutoff = 200,
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},
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},
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SortOrder = 999,
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}

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