Add explanatory headers to ini files. Patch by Duha. Closes ticket:4101.

master
per 2013-11-01 00:49:00 +01:00
parent 163dfc3d9c
commit 26e52dc851
38 changed files with 558 additions and 114 deletions

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; Section headers in brackets [...] is system ID of body items. This IDs should be unique.
; name <string> Verbose name
; class <Babas|Droids|Cyborgs|Transports> Body class
; size <LIGHT|MEDIUM|HEAVY|SUPER HEAVY> Size of the body
; buildPower <integer> Price to build
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; weight <integer> Weight of weapon; may affect droid speed
; hitpoints <integer> Hit points
; model <comma-separated list> Pie model of body
; weaponSlots <1|2> Number of body weapon slots
; powerOutput <integer> Engine power, affects droid speed
; armourKinetic <integer> Kinetic armour
; armourHeat <integer> Heat armour
; designable <1|0> Whether appears in design screen
; droidType <choice> Droid type [DROID, CYBORG, CYBORG_SUPER, CYBORG_REPAIR, PERSON, TRANSPORTER, CYBORG_CONSTRUCT]
[ZNULLBODY]
name = "*Z NULL BODY*"
size = LIGHT

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; Section headers in brackets [...] is system ID of bodypropulsionimd items. This IDs should be unique.
; wheeled03 <comma-separated list> Pie models
; wheeled02 <comma-separated list> Pie models
; wheeled01 <comma-separated list> Pie models
; tracked03 <comma-separated list> Pie models
; tracked02 <comma-separated list> Pie models
; tracked01 <comma-separated list> Pie models
; hover03 <comma-separated list> Pie models
; hover02 <comma-separated list> Pie models
; hover01 <comma-separated list> Pie models
; V-Tol03 <comma-separated list> Pie models
; V-Tol02 <comma-separated list> Pie models
; V-Tol <comma-separated list> Pie models
; HalfTrack03 <comma-separated list> Pie models
; HalfTrack02 <comma-separated list> Pie models
; HalfTrack <comma-separated list> Pie models
; Helicopter <comma-separated list> Pie models
; Naval <comma-separated list> Pie models
; ZNULLPROP <comma-separated list> Pie models
[Body10MBT]
wheeled03=PRHLWHL1.PIE, PRHRWHL1.PIE
wheeled02=PRHLWHL1.PIE, PRHRWHL1.PIE

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; Section headers in brackets [...] is system ID of brain items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; buildPower <integer> Price to build
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; weight <integer> Weight of weapon; may affect droid speed
; maxDroids <integer> Positive integer
; maxDroidsMult <integer> Positive integer
; turret <ID for weapons> Key
[ZNULLBRAIN]
turret = ZNULLWEAPON
name = Z NULL BRAIN

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; Section headers in brackets [...] is system ID of construction items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; weight <integer> Weight of weapon; may affect droid speed
; hitpoints <integer> Hit points
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; buildPower <integer> Price to build
; constructPoints <integer> Construction power output
; sensorModel <comma-separated list> Pie models
; mountModel <comma-separated list> Pie models
[ZNULLCONSTRUCT]
sensorModel = TRLCON.PIE
mountModel = TRLCON.PIE

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; Section headers in brackets [...] is system ID of ecm items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; hitpoints <integer> Hit points
; weight <integer> Weight of weapon; may affect droid speed
; range <integer> ???
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; location <DEFAULT|TURRET> ???
; buildPower <integer> Price to build
; sensorModel <comma-separated list> Pie models
; mountModel <comma-separated list> Pie models
[ZNULLECM]
location = DEFAULT
name = Z NULL ECM

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; Section headers in brackets [...] is system ID of features items. This IDs should be unique.
; name <string> Verbose name
; breadth <integer> Breadth/length of the feature (z-axis)
; damageable <1|0> Whether or not the feature is damageable, if set to 0, the 'x' cursor will appear instead of the 'attack' cursor
; lineOfSight <1|0> Line Of Sight. Whether of not units and structures can see through them and shoot at objects behind them
; startVisible <1|0> Whether or not the feature is visible even if you haven't explored that area of terrain yet
; armour <integer> Armour of the feature, similar to armour used on buildings
; hitpoints <integer> Hit points
; width <integer> Width of the feature (x-axis)
; type <choice> ??? [BOULDER, BUILDING, GENERIC ARTEFACT, OIL DRUM, OIL RESOURCE, SKYSCRAPER, TANK WRECK, TREE, VEHICLE]
; tileDraw <integer> Positive integer
; model <comma-separated list> Pie models
[Crate]
name = Artifact
width = 1

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; Section headers in brackets [...] is system ID of propulsion items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; type <choice> Propulsion type [Hover, Tracked, Half-Tracked, Legged, Lift, Propellor, Wheeled]
; spinAngle <integer> Positive integer
; weight <integer> Weight of weapon; may affect droid speed
; turnSpeed <integer> Positive integer
; spinSpeed <integer> Positive integer
; speed <integer> Positive integer
; skidDeceleration <integer> Positive integer
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; acceleration <integer> Positive integer
; deceleration <integer> Positive integer
; buildPower <integer> Price to build
; hitpoints <integer> Hit points
; model <comma-separated list> Pie models
[ZNULLPROP]
model = MIBNKDRL.PIE
type = Wheeled

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; Section headers in brackets [...] is system ID of propulsionsounds items. This IDs should be unique.
; szIdle <string> Ogg file
; szStart <string> Ogg file
; szShutDown <string> Ogg file
; szHiss <string> Ogg file
; szMoveOff <string> Ogg file
; szMove <string> Ogg file
[Wheeled]
szStart = con-move-off.ogg
szIdle = -1

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; Section headers in brackets [...] is system ID of propulsiontype items. This IDs should be unique.
; flightName <AIR|GROUND> ???
; multiplier <integer> Positive integer
[Wheeled]
flightName = GROUND
multiplier = 80

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; Section headers in brackets [...] is system ID of repair items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; weight <integer> Weight of weapon; may affect droid speed
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; location <DEFAULT|TURRET> Location
; time <integer> Positive integer
; buildPower <integer> Price to build
; repairPoints <integer> Positive integer
; model <comma-separated list> Pie models
; mountModel <comma-separated list> Pie models
[ZNULLREPAIR]
location = DEFAULT
time = 100

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;Section headers in brackets [...] is system ID of research items. This IDs should be unique.
;Following properties can be used in research items:
;researchPoints = <integer>
;researchPower = <integer>
;keyTopic = <0 or 1>
;msgName = <string>
;techCode = <0 or 1>
;iconID = <string>
;statID = <string>
;imdName = <string>
;imdName2 = <string>
;subgroupIconID = <string>
;requiredResearch = <comma-separated list>
;redComponents = <comma-separated list>
;resultStructures = <comma-separated list>
;resultComponents = <comma-separated list>
;redStructures = <comma-separated list>
;requiredStructures = <comma-separated list>
;results = <comma-separated list of hints to rules.js>
;replacedComponents = <comma-separated list of items <oldComponentID:newComponentID>>
; Section headers in brackets [...] is system ID of research items. This IDs should be unique.
; name <string> Verbose name
; researchPoints <integer> Time to research (14 points equal to 1 second in research facility without modules and upgrades)
; researchPower <integer> Price to build
; keyTopic <0|1> Is it a key topic? Visual effect only
; msgName <string> Message in Intelligence screen for tech; must be zero for minor techs
; techCode <0|1> Zero if major tech, one if minor tech. Affects whether or not 'Major research completed' is played, and whether or not it appears in Intelligence
; iconID <choice> Key name for icon [IMAGE_ROCKET, IMAGE_CANNON, IMAGE_HOVERCRAFT, IMAGE_ECM, IMAGE_PLASCRETE, IMAGE_TRACKS, IMAGE_RES_DROIDTECH, IMAGE_RES_WEAPONTECH, IMAGE_RES_COMPUTERTECH, IMAGE_RES_POWERTECH, IMAGE_RES_SYSTEMTECH, IMAGE_RES_STRUCTURETECH, IMAGE_RES_CYBORGTECH, IMAGE_RES_DEFENCE, IMAGE_RES_QUESTIONMARK, IMAGE_RES_GRPACC, IMAGE_RES_GRPUPG, IMAGE_RES_GRPREP, IMAGE_RES_GRPROF, IMAGE_RES_GRPDAM]
; statID <ID for structure|component> IMDs used in the interface
; imdName <comma-separated list> IMD to display for tech
; subgroupIconID <choice> Left research icon. Key name for icon [IMAGE_ROCKET, IMAGE_CANNON, IMAGE_HOVERCRAFT, IMAGE_ECM, IMAGE_PLASCRETE, IMAGE_TRACKS, IMAGE_RES_DROIDTECH, IMAGE_RES_WEAPONTECH, IMAGE_RES_COMPUTERTECH, IMAGE_RES_POWERTECH, IMAGE_RES_SYSTEMTECH, IMAGE_RES_STRUCTURETECH, IMAGE_RES_CYBORGTECH, IMAGE_RES_DEFENCE, IMAGE_RES_QUESTIONMARK, IMAGE_RES_GRPACC, IMAGE_RES_GRPUPG, IMAGE_RES_GRPREP, IMAGE_RES_GRPROF, IMAGE_RES_GRPDAM]
; requiredResearch <comma-separated list of research IDs> Previous research that required
; requiredStructures <comma-separated list of structure IDs> Structures that should be build before making research
; resultStructures <comma-separated list of structure IDs> Structures available after research
; redStructures <comma-separated list of structure IDs> Structures that will became unavailable for build
; redComponents <comma-separated list of component IDs> Components that will became unavailable for build
; resultComponents <comma-separated list of component IDs> Components available after research
; replacedComponents <comma-separated list> Replaced components <oldComponentID:newComponentID>
; results <comma-separated list> List of hints to rules.js
[R-Vehicle-Prop-Tracks]
name = "Tracked Propulsion"

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;Section headers in brackets [...] is system ID of research items. This IDs should be unique.
;Following properties can be used in research items:
;researchPoints = <integer>
;researchPower = <integer>
;keyTopic = <0 or 1>
;msgName = <string>
;techCode = <0 or 1>
;iconID = <string>
;statID = <string>
;imdName = <string>
;imdName2 = <string>
;subgroupIconID = <string>
;requiredResearch = <comma-separated list>
;redComponents = <comma-separated list>
;resultStructures = <comma-separated list>
;resultComponents = <comma-separated list>
;redStructures = <comma-separated list>
;requiredStructures = <comma-separated list>
;results = <comma-separated list of hints to rules.js>
;replacedComponents = <comma-separated list of items <oldComponentID:newComponentID>>
; Section headers in brackets [...] is system ID of research items. This IDs should be unique.
; name <string> Verbose name
; researchPoints <integer> Time to research (14 points equal to 1 second in research facility without modules and upgrades)
; researchPower <integer> Price to build
; keyTopic <0|1> Is it a key topic? Visual effect only
; msgName <string> Message in Intelligence screen for tech; must be zero for minor techs
; techCode <0|1> Zero if major tech, one if minor tech. Affects whether or not 'Major research completed' is played, and whether or not it appears in Intelligence
; iconID <choice> Key name for icon [IMAGE_ROCKET, IMAGE_CANNON, IMAGE_HOVERCRAFT, IMAGE_ECM, IMAGE_PLASCRETE, IMAGE_TRACKS, IMAGE_RES_DROIDTECH, IMAGE_RES_WEAPONTECH, IMAGE_RES_COMPUTERTECH, IMAGE_RES_POWERTECH, IMAGE_RES_SYSTEMTECH, IMAGE_RES_STRUCTURETECH, IMAGE_RES_CYBORGTECH, IMAGE_RES_DEFENCE, IMAGE_RES_QUESTIONMARK, IMAGE_RES_GRPACC, IMAGE_RES_GRPUPG, IMAGE_RES_GRPREP, IMAGE_RES_GRPROF, IMAGE_RES_GRPDAM]
; statID <ID for structure|component> IMDs used in the interface
; imdName <comma-separated list> IMD to display for tech
; subgroupIconID <choice> Left research icon. Key name for icon [IMAGE_ROCKET, IMAGE_CANNON, IMAGE_HOVERCRAFT, IMAGE_ECM, IMAGE_PLASCRETE, IMAGE_TRACKS, IMAGE_RES_DROIDTECH, IMAGE_RES_WEAPONTECH, IMAGE_RES_COMPUTERTECH, IMAGE_RES_POWERTECH, IMAGE_RES_SYSTEMTECH, IMAGE_RES_STRUCTURETECH, IMAGE_RES_CYBORGTECH, IMAGE_RES_DEFENCE, IMAGE_RES_QUESTIONMARK, IMAGE_RES_GRPACC, IMAGE_RES_GRPUPG, IMAGE_RES_GRPREP, IMAGE_RES_GRPROF, IMAGE_RES_GRPDAM]
; requiredResearch <comma-separated list of research IDs> Previous research that required
; requiredStructures <comma-separated list of structure IDs> Structures that should be build before making research
; resultStructures <comma-separated list of structure IDs> Structures available after research
; redStructures <comma-separated list of structure IDs> Structures that will became unavailable for build
; redComponents <comma-separated list of component IDs> Components that will became unavailable for build
; resultComponents <comma-separated list of component IDs> Components available after research
; replacedComponents <comma-separated list> Replaced components <oldComponentID:newComponentID>
; results <comma-separated list> List of hints to rules.js
[R-Wpn-Rocket01-LtAT]
name = "Lancer AT Rocket"

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;Section headers in brackets [...] is system ID of research items. This IDs should be unique.
;Following properties can be used in research items:
;researchPoints = <integer>
;researchPower = <integer>
;keyTopic = <0 or 1>
;msgName = <string>
;techCode = <0 or 1>
;iconID = <string>
;statID = <string>
;imdName = <string>
;imdName2 = <string>
;subgroupIconID = <string>
;requiredResearch = <comma-separated list>
;redComponents = <comma-separated list>
;resultStructures = <comma-separated list>
;resultComponents = <comma-separated list>
;redStructures = <comma-separated list>
;requiredStructures = <comma-separated list>
;results = <comma-separated list of hints to rules.js>
;replacedComponents = <comma-separated list of items <oldComponentID:newComponentID>>
; Section headers in brackets [...] is system ID of research items. This IDs should be unique.
; name <string> Verbose name
; researchPoints <integer> Time to research (14 points equal to 1 second in research facility without modules and upgrades)
; researchPower <integer> Price to build
; keyTopic <0|1> Is it a key topic? Visual effect only
; msgName <string> Message in Intelligence screen for tech; must be zero for minor techs
; techCode <0|1> Zero if major tech, one if minor tech. Affects whether or not 'Major research completed' is played, and whether or not it appears in Intelligence
; iconID <choice> Key name for icon [IMAGE_ROCKET, IMAGE_CANNON, IMAGE_HOVERCRAFT, IMAGE_ECM, IMAGE_PLASCRETE, IMAGE_TRACKS, IMAGE_RES_DROIDTECH, IMAGE_RES_WEAPONTECH, IMAGE_RES_COMPUTERTECH, IMAGE_RES_POWERTECH, IMAGE_RES_SYSTEMTECH, IMAGE_RES_STRUCTURETECH, IMAGE_RES_CYBORGTECH, IMAGE_RES_DEFENCE, IMAGE_RES_QUESTIONMARK, IMAGE_RES_GRPACC, IMAGE_RES_GRPUPG, IMAGE_RES_GRPREP, IMAGE_RES_GRPROF, IMAGE_RES_GRPDAM]
; statID <ID for structure|component> IMDs used in the interface
; imdName <comma-separated list> IMD to display for tech
; subgroupIconID <choice> Left research icon. Key name for icon [IMAGE_ROCKET, IMAGE_CANNON, IMAGE_HOVERCRAFT, IMAGE_ECM, IMAGE_PLASCRETE, IMAGE_TRACKS, IMAGE_RES_DROIDTECH, IMAGE_RES_WEAPONTECH, IMAGE_RES_COMPUTERTECH, IMAGE_RES_POWERTECH, IMAGE_RES_SYSTEMTECH, IMAGE_RES_STRUCTURETECH, IMAGE_RES_CYBORGTECH, IMAGE_RES_DEFENCE, IMAGE_RES_QUESTIONMARK, IMAGE_RES_GRPACC, IMAGE_RES_GRPUPG, IMAGE_RES_GRPREP, IMAGE_RES_GRPROF, IMAGE_RES_GRPDAM]
; requiredResearch <comma-separated list of research IDs> Previous research that required
; requiredStructures <comma-separated list of structure IDs> Structures that should be build before making research
; resultStructures <comma-separated list of structure IDs> Structures available after research
; redStructures <comma-separated list of structure IDs> Structures that will became unavailable for build
; redComponents <comma-separated list of component IDs> Components that will became unavailable for build
; resultComponents <comma-separated list of component IDs> Components available after research
; replacedComponents <comma-separated list> Replaced components <oldComponentID:newComponentID>
; results <comma-separated list> List of hints to rules.js
[R-Wpn-Rocket01-LtAT]
name = "Lancer AT Rocket"

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; Section headers in brackets [...] is system ID of sensor items. This IDs should be unique.
; name <string> Verbose name
; hitpoints <integer> Hit points
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; buildPower <integer> Price to build
; designable <1|0> Whether appears in design screen
; location <DEFAULT|TURRET> Location
; power <integer> Positive integer
; range <integer> Positive integer
; time <integer> Positive integer
; type <choice> Sensor type [STANDARD, RADAR DETECTOR, VTOL INTERCEPT, VTOL CB, INDIRECT CB, SUPER]
; weight <integer> Weight of weapon; may affect droid speed
; mountModel <comma-separated list> Pie models
; sensorModel <comma-separated list> Pie models
[ZNULLSENSOR]
sensorModel = gnlsnsr1.PIE
mountModel = trlsnsr1.PIE

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;Section headers in brackets [...] is system ID of structures. This IDs should be unique.
;Following properties can be used in structures:
;buildPoints = <integer> defines how much truck-power you need to build-up structure
;buildPower = <integer> defines oil price of structure
;hitpoints = <integer>
;armour = <integer> kinecic and heat armor of structure
;strength = <string> Armor type of the structure; SOFT; MEDIUM; HARD; BUNKER. Controls which weapon types it's effective against.
;height = <integer> The height of the structure. Affects whether or not it can fire over walls.
;width = <integer> Number of Y tiles used by this structure.
;breadth = <integer> Number of X tiles used by this structure.
;structureModel = <comma-separated string list> The pie models names used by this structure.
;baseModel = <string> The base pie/texture below the structure.
;type = <string> Type of the structure: DEFEND; FACTORY; POWER GENERATOR; WALL; CORNER; DOOR etc.
;sensorID = <string> ID of sensor component. Affects visibility range; can be sensor turret.
;resistance = <integer> Resistance points to NEXUS convert/capture weapons.
;weapons = <comma-separated string list> list of weapons attached to structure
;ecmID = <string> ID of ECM turret (used for ECM tower)
; Section headers in brackets [...] is system ID of structure items. This IDs should be unique.
; name <string> Verbose name
; armour <integer> Kinetic and heat armor of structure
; width <integer> Number of Y tiles
; breadth <integer> Number of X tiles used by this structure
; hitpoints <integer> Hit points
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; buildPower <integer> Defines how much truck-power you need to build-up structure
; height <integer> The height of the structure. Affects whether or not it can fire over walls
; powerPoints <integer> Power output (for Power Generators)
; productionPoints <integer> Production of units (for Factories)
; rearmPoints <integer> Rearm speed for rearm pads
; repairPoints <integer> Repair speed
; researchPoints <integer> Research speed
; resistance <integer> Resistance points to NEXUS convert/capture weapons
; strength <HARD|BUNKER|MEDIUM|SOFT> Armor type of the structure; Controls which weapon types it's effective against
; type <choice> Type of the structure [HQ, FACTORY, FACTORY MODULE, RESEARCH, RESEARCH MODULE, POWER GENERATOR, POWER MODULE, RESOURCE EXTRACTOR, DEFENSE, WALL, CORNER WALL, REPAIR FACILITY, COMMAND RELAY, DEMOLISH, CYBORG FACTORY, VTOL FACTORY, LAB, GENERIC, REARM PAD, MISSILE SILO, SAT UPLINK, GATE]
; ecmID <ID for ecm> Used for ECM tower
; sensorID <ID for sensor> Affects visibility range; can be sensor turret.
; weapons <comma-separated list of weapons IDs> List of weapons attached to structure
; baseModel <comma-separated list> The base pie/texture below the structure
; structureModel <comma-separated list> The pie models names used by this structure
[A0ADemolishStructure]
name = "Demolish Structure"

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; Section headers in brackets [...] is system ID of structuremodifier items. This IDs should be unique.
; HARD <integer> Positive integer
; MEDIUM <integer> Positive integer
; SOFT <integer> Positive integer
; BUNKER <integer> Positive integer
[ANTI AIRCRAFT]
SOFT = 100
MEDIUM = 40

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; Section headers in brackets [...] is system ID of templates items. This IDs should be unique.
; available <integer> ???
; compBody <ID for body> Key
; compBrain <ID for brain> Key
; compConstruct <ID for construction> Key
; compPropulsion <ID for propulsion> Key
; compRepair <ID for repair> Key
; compSensor <ID for sensor> Key
; type <choice> ??? [DROID, CYBORG_SUPER, CYBORG_REPAIR, CYBORG, PERSON, TRANSPORTER, CYBORG_CONSTRUCT, SUPERTRANSPORTER]
; weapons <comma-separated list of weapons IDs> Comma separated list of IDs
[CO-M-Repair-T]
compBody = Body6SUPP
available = 2

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; Section headers in brackets [...] is system ID of terraintable items. This IDs should be unique.
; speedFactor <comma-separated list> List of modifiers for propulsion (number of items should be same as number of propulsion)
[0]
speedFactor = 100,100,100,150,250,100,100

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; Section headers in brackets [...] is system ID of weaponmodifier items. This IDs should be unique.
; Half-Tracked <integer> Positive integer
; Hover <integer> Positive integer
; Legged <integer> Positive integer
; Lift <integer> Positive integer
; Tracked <integer> Positive integer
; Wheeled <integer> Positive integer
[ANTI AIRCRAFT]
Half-Tracked = 100
Hover = 100

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; Section headers in brackets [...] is system ID of weapons items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; hitpoints <integer> Hit points
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; buildPower <integer> Price to build
; weight <integer> Weight of weapon; may affect droid speed
; damage <integer> Weapon damage
; effectSize <integer> Size(scale) of special/particle effects of weapon
; faceInFlight <1|0> YES = projectile always face player view; NO = projectile always not face player view
; facePlayer <1|0> YES = HitGfx, MissGfx and WaterGfx always face player view; NO = impact Gfx do not face player view
; fireOnMove <1|0> YES = fire on move without accuracy penalties; NO = impossible to fire on move
; flags <0|AirOnly|ShootAir> Flags, 0 == GroundOnly
; firePause <integer> Pause between shots (1/10 seconds)
; flightSpeed <integer> Velocity of weapon project (1/128 tiles per 1/10 second)
; lightWorld <1|0> Yes = Lights up terrain around where it hits
; longHit <integer> Hit chance of longRange shots
; longRange <string> Range of weapon to use long-range accuracy (1/128 tiles)
; maxElevation <integer> Max pitch of turret. Range: [0,90]
; minElevation <integer> Min pitch of turret
; minimumDamage <integer> Minimum damage
; minRange <integer> Minimal range of indirect weapon
; movement <choice> Weapon's movement type [HOMING-INDIRECT, INDIRECT, DIRECT, HOMING-DIRECT]
; numAttackRuns <integer> Number of attack runs of vtol
; numExplosions <integer> If numExplosions is higher than 1, the projectile will scatter several explosion effects around the target on hit
; numRounds <integer> The number of rounds of a salvo weapon. (Ripple, angel etc). 0 = not a salvo weapon
; periodicalDamageRadius <integer> Damage on hit over time radius
; periodicalDamage <integer> Damage on hit over time
; weaponEffect <choice> Weapon type. Controls what targets it's effective against (modifiers) [ALL ROUNDER, FLAMER, ANTI TANK, ANTI PERSONNEL, ANTI AIRCRAFT, ARTILLERY ROUND, BUNKER BUSTER]
; periodicalDamageWeaponEffect <choice> Damage on hit over time effect [ALL ROUNDER, FLAMER, ANTI TANK, ANTI PERSONNEL, ANTI AIRCRAFT, ARTILLERY ROUND, BUNKER BUSTER]
; weaponClass <KINETIC|HEAT> Weapon class. HEAT or KINETIC. Controls which armor type the damage is reduced by
; periodicalDamageWeaponClass <HEAT|KINETIC> If not specified uses weaponClass value
; weaponSubClass <choice> Weapon subclass. Controls which upgrades the weapon is affected by. [SLOW MISSILE, SLOW ROCKET, COMMAND, ROCKET, CANNON, A-A GUN, GAUSS, MISSILE, BOMB, MACHINE GUN, FLAME, EMP, LAS_SAT, MORTARS, HOWITZERS, ELECTRONIC, ENERGY]
; periodicalDamageWeaponSubClass <choice> If not specified uses weaponSubClass value [SLOW MISSILE, SLOW ROCKET, COMMAND, ROCKET, CANNON, A-A GUN, GAUSS, MISSILE, BOMB, MACHINE GUN, FLAME, EMP, LAS_SAT, MORTARS, HOWITZERS, ELECTRONIC, ENERGY]
; periodicalDamageTime <integer> Damage on hit over time duration 1/10 second
; penetrate <1|0> Whether projectile penetrates through a target
; radius <integer> The splash radius of weapon
; radiusDamage <integer> Splash damage
; radiusLife <integer> Splash time to live after impact (flame weapon)
; recoilValue <integer> Recoil value of turret
; reloadTime <integer> Time required to fully reload a salvo weapon. For non-salvo weapons, see firePause
; rotate <integer> Turret rotation limits of weapon
; weaponWav <string> Ogg file
; explosionWav <string> Ogg file
; model <comma-separated list> Pie models
; mountModel <comma-separated list> Pie model of weapon barrel
; waterGfx <comma-separated list> Water pie model when it misses and hits water
; hitGfx <comma-separated list> Impact pie model when it hits objects
; flightGfx <comma-separated list> Projectile pie model used by weapon
; trailGfx <comma-separated list> Weapon trail pie model during flight
; muzzleGfx <comma-separated list> Muzzle flash pie model displayed upon firing
; missGfx <comma-separated list> Miss pie model when it misses and hits ground
[ZNULLWEAPON]
buildPoints = 250
model = Mibnkgun.pie

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@ -1,3 +1,19 @@
; Section headers in brackets [...] is system ID of body items. This IDs should be unique.
; name <string> Verbose name
; class <Babas|Droids|Cyborgs|Transports> Body class
; size <LIGHT|MEDIUM|HEAVY|SUPER HEAVY> Size of the body
; buildPower <integer> Price to build
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; weight <integer> Weight of weapon; may affect droid speed
; hitpoints <integer> Hit points
; model <comma-separated list> Pie model of body
; weaponSlots <1|2> Number of body weapon slots
; powerOutput <integer> Engine power, affects droid speed
; armourKinetic <integer> Kinetic armour
; armourHeat <integer> Heat armour
; designable <1|0> Whether appears in design screen
; droidType <choice> Droid type [DROID, CYBORG, CYBORG_SUPER, CYBORG_REPAIR, PERSON, TRANSPORTER, CYBORG_CONSTRUCT]
[ZNULLBODY]
name = "*Z NULL BODY*"
size = LIGHT

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; Section headers in brackets [...] is system ID of bodypropulsionimd items. This IDs should be unique.
; wheeled03 <comma-separated list> Pie models
; wheeled02 <comma-separated list> Pie models
; wheeled01 <comma-separated list> Pie models
; tracked03 <comma-separated list> Pie models
; tracked02 <comma-separated list> Pie models
; tracked01 <comma-separated list> Pie models
; hover03 <comma-separated list> Pie models
; hover02 <comma-separated list> Pie models
; hover01 <comma-separated list> Pie models
; V-Tol03 <comma-separated list> Pie models
; V-Tol02 <comma-separated list> Pie models
; V-Tol <comma-separated list> Pie models
; HalfTrack03 <comma-separated list> Pie models
; HalfTrack02 <comma-separated list> Pie models
; HalfTrack <comma-separated list> Pie models
; Helicopter <comma-separated list> Pie models
; Naval <comma-separated list> Pie models
; ZNULLPROP <comma-separated list> Pie models
[Body10MBT]
wheeled01=PRHLWHL1.PIE, PRHRWHL1.PIE, 0, 0
tracked01=PRHLTRK3.PIE, PRHRTRK3.PIE, 0, 0

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; Section headers in brackets [...] is system ID of brain items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; buildPower <integer> Price to build
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; weight <integer> Weight of weapon; may affect droid speed
; maxDroids <integer> Positive integer
; maxDroidsMult <integer> Positive integer
; turret <ID for weapons> Key
[ZNULLBRAIN]
turret = ZNULLWEAPON
name = "ZNULLBRAIN"

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; Section headers in brackets [...] is system ID of construction items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; weight <integer> Weight of weapon; may affect droid speed
; hitpoints <integer> Hit points
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; buildPower <integer> Price to build
; constructPoints <integer> Construction power output
; sensorModel <comma-separated list> Pie models
; mountModel <comma-separated list> Pie models
[ZNULLCONSTRUCT]
sensorModel = TRLCON.PIE
mountModel = TRLCON.PIE

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; Section headers in brackets [...] is system ID of ecm items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; hitpoints <integer> Hit points
; weight <integer> Weight of weapon; may affect droid speed
; range <integer> ???
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; location <DEFAULT|TURRET> ???
; buildPower <integer> Price to build
; sensorModel <comma-separated list> Pie models
; mountModel <comma-separated list> Pie models
[ZNULLECM]
location = DEFAULT
name = "ZNULLECM"

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; Section headers in brackets [...] is system ID of features items. This IDs should be unique.
; name <string> Verbose name
; breadth <integer> Breadth/length of the feature (z-axis)
; damageable <1|0> Whether or not the feature is damageable, if set to 0, the 'x' cursor will appear instead of the 'attack' cursor
; lineOfSight <1|0> Line Of Sight. Whether of not units and structures can see through them and shoot at objects behind them
; startVisible <1|0> Whether or not the feature is visible even if you haven't explored that area of terrain yet
; armour <integer> Armour of the feature, similar to armour used on buildings
; hitpoints <integer> Hit points
; width <integer> Width of the feature (x-axis)
; type <choice> ??? [BOULDER, BUILDING, GENERIC ARTEFACT, OIL DRUM, OIL RESOURCE, SKYSCRAPER, TANK WRECK, TREE, VEHICLE]
; tileDraw <integer> Positive integer
; model <comma-separated list> Pie models
[Crate]
name = Artifact
width = 1

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; Section headers in brackets [...] is system ID of propulsion items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; type <choice> Propulsion type [Hover, Tracked, Half-Tracked, Legged, Lift, Propellor, Wheeled]
; spinAngle <integer> Positive integer
; weight <integer> Weight of weapon; may affect droid speed
; turnSpeed <integer> Positive integer
; spinSpeed <integer> Positive integer
; speed <integer> Positive integer
; skidDeceleration <integer> Positive integer
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; acceleration <integer> Positive integer
; deceleration <integer> Positive integer
; buildPower <integer> Price to build
; hitpoints <integer> Hit points
; model <comma-separated list> Pie models
[ZNULLPROP]
model = MIBNKDRL.PIE
type = Wheeled

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@ -1,3 +1,11 @@
; Section headers in brackets [...] is system ID of propulsionsounds items. This IDs should be unique.
; szIdle <string> Ogg file
; szStart <string> Ogg file
; szShutDown <string> Ogg file
; szHiss <string> Ogg file
; szMoveOff <string> Ogg file
; szMove <string> Ogg file
[Wheeled]
szStart = con-move-off.ogg
szIdle = -1

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; Section headers in brackets [...] is system ID of propulsiontype items. This IDs should be unique.
; flightName <AIR|GROUND> ???
; multiplier <integer> Positive integer
[Wheeled]
flightName = GROUND
multiplier = 80

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; Section headers in brackets [...] is system ID of repair items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; weight <integer> Weight of weapon; may affect droid speed
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; location <DEFAULT|TURRET> Location
; time <integer> Positive integer
; buildPower <integer> Price to build
; repairPoints <integer> Positive integer
; model <comma-separated list> Pie models
; mountModel <comma-separated list> Pie models
[ZNULLREPAIR]
location = DEFAULT
time = 100

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@ -1,23 +1,22 @@
;Section headers in brackets [...] is system ID of research items. This IDs should be unique.
;Following properties can be used in research items:
;researchPoints = <integer>
;researchPower = <integer>
;keyTopic = <0 or 1>
;msgName = <string>
;techCode = <0 or 1>
;iconID = <string>
;statID = <string>
;imdName = <string>
;imdName2 = <string>
;subgroupIconID = <string>
;requiredResearch = <comma-separated list>
;redComponents = <comma-separated list>
;resultStructures = <comma-separated list>
;resultComponents = <comma-separated list>
;redStructures = <comma-separated list>
;requiredStructures = <comma-separated list>
;replacedComponents = <comma-separated list of items <oldComponentID:newComponentID>>
;results = <comma-separated list of hints to rules.js>
; Section headers in brackets [...] is system ID of research items. This IDs should be unique.
; name <string> Verbose name
; researchPoints <integer> Time to research (14 points equal to 1 second in research facility without modules and upgrades)
; researchPower <integer> Price to build
; keyTopic <0|1> Is it a key topic? Visual effect only
; msgName <string> Message in Intelligence screen for tech; must be zero for minor techs
; techCode <0|1> Zero if major tech, one if minor tech. Affects whether or not 'Major research completed' is played, and whether or not it appears in Intelligence
; iconID <choice> Key name for icon [IMAGE_ROCKET, IMAGE_CANNON, IMAGE_HOVERCRAFT, IMAGE_ECM, IMAGE_PLASCRETE, IMAGE_TRACKS, IMAGE_RES_DROIDTECH, IMAGE_RES_WEAPONTECH, IMAGE_RES_COMPUTERTECH, IMAGE_RES_POWERTECH, IMAGE_RES_SYSTEMTECH, IMAGE_RES_STRUCTURETECH, IMAGE_RES_CYBORGTECH, IMAGE_RES_DEFENCE, IMAGE_RES_QUESTIONMARK, IMAGE_RES_GRPACC, IMAGE_RES_GRPUPG, IMAGE_RES_GRPREP, IMAGE_RES_GRPROF, IMAGE_RES_GRPDAM]
; statID <ID for structure|component> IMDs used in the interface
; imdName <comma-separated list> IMD to display for tech
; subgroupIconID <choice> Left research icon. Key name for icon [IMAGE_ROCKET, IMAGE_CANNON, IMAGE_HOVERCRAFT, IMAGE_ECM, IMAGE_PLASCRETE, IMAGE_TRACKS, IMAGE_RES_DROIDTECH, IMAGE_RES_WEAPONTECH, IMAGE_RES_COMPUTERTECH, IMAGE_RES_POWERTECH, IMAGE_RES_SYSTEMTECH, IMAGE_RES_STRUCTURETECH, IMAGE_RES_CYBORGTECH, IMAGE_RES_DEFENCE, IMAGE_RES_QUESTIONMARK, IMAGE_RES_GRPACC, IMAGE_RES_GRPUPG, IMAGE_RES_GRPREP, IMAGE_RES_GRPROF, IMAGE_RES_GRPDAM]
; requiredResearch <comma-separated list of research IDs> Previous research that required
; requiredStructures <comma-separated list of structure IDs> Structures that should be build before making research
; resultStructures <comma-separated list of structure IDs> Structures available after research
; redStructures <comma-separated list of structure IDs> Structures that will became unavailable for build
; redComponents <comma-separated list of component IDs> Components that will became unavailable for build
; resultComponents <comma-separated list of component IDs> Components available after research
; replacedComponents <comma-separated list> Replaced components <oldComponentID:newComponentID>
; results <comma-separated list> List of hints to rules.js
[R-Wpn-Howitzer-Incenediary]
name = "Incendiary Howitzer"

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; Section headers in brackets [...] is system ID of sensor items. This IDs should be unique.
; name <string> Verbose name
; hitpoints <integer> Hit points
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; buildPower <integer> Price to build
; designable <1|0> Whether appears in design screen
; location <DEFAULT|TURRET> Location
; power <integer> Positive integer
; range <integer> Positive integer
; time <integer> Positive integer
; type <choice> Sensor type [STANDARD, RADAR DETECTOR, VTOL INTERCEPT, VTOL CB, INDIRECT CB, SUPER]
; weight <integer> Weight of weapon; may affect droid speed
; mountModel <comma-separated list> Pie models
; sensorModel <comma-separated list> Pie models
[ZNULLSENSOR]
sensorModel = gnlsnsr1.PIE
mountModel = trlsnsr1.PIE

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;Section headers in brackets [...] is system ID of structures. This IDs should be unique.
;Following properties can be used in structures:
;buildPoints = <integer> defines how much truck-power you need to build-up structure
;buildPower = <integer> defines oil price of structure
;hitpoints = <integer>
;armour = <integer> kinecic and heat armor of structure
;strength = <string> Armor type of the structure; SOFT; MEDIUM; HARD; BUNKER. Controls which weapon types it's effective against.
;height = <integer> The height of the structure. Affects whether or not it can fire over walls.
;width = <integer> Number of Y tiles used by this structure.
;breadth = <integer> Number of X tiles used by this structure.
;structureModel = <comma-separated string list> The pie models names used by this structure.
;baseModel = <string> The base pie/texture below the structure.
;type = <string> Type of the structure: DEFEND; FACTORY; POWER GENERATOR; WALL; CORNER; etc.
;sensorID = <string> ID of sensor component. Affects visibility range; can be sensor turret.
;resistance = <integer> Resistance points to NEXUS convert/capture weapons.
;weapons = <comma-separated string list> list of weapons attached to structure
;ecmID = <string> ID of ECM turret (used for ECM tower)
; Section headers in brackets [...] is system ID of structure items. This IDs should be unique.
; name <string> Verbose name
; armour <integer> Kinetic and heat armor of structure
; width <integer> Number of Y tiles
; breadth <integer> Number of X tiles used by this structure
; hitpoints <integer> Hit points
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; buildPower <integer> Defines how much truck-power you need to build-up structure
; height <integer> The height of the structure. Affects whether or not it can fire over walls
; powerPoints <integer> Power output (for Power Generators)
; productionPoints <integer> Production of units (for Factories)
; rearmPoints <integer> Rearm speed for rearm pads
; repairPoints <integer> Repair speed
; researchPoints <integer> Research speed
; resistance <integer> Resistance points to NEXUS convert/capture weapons
; strength <HARD|BUNKER|MEDIUM|SOFT> Armor type of the structure; Controls which weapon types it's effective against
; type <choice> Type of the structure [HQ, FACTORY, FACTORY MODULE, RESEARCH, RESEARCH MODULE, POWER GENERATOR, POWER MODULE, RESOURCE EXTRACTOR, DEFENSE, WALL, CORNER WALL, REPAIR FACILITY, COMMAND RELAY, DEMOLISH, CYBORG FACTORY, VTOL FACTORY, LAB, GENERIC, REARM PAD, MISSILE SILO, SAT UPLINK, GATE]
; ecmID <ID for ecm> Used for ECM tower
; sensorID <ID for sensor> Affects visibility range; can be sensor turret.
; weapons <comma-separated list of weapons IDs> List of weapons attached to structure
; baseModel <comma-separated list> The base pie/texture below the structure
; structureModel <comma-separated list> The pie models names used by this structure
[A0ADemolishStructure]
name = "Demolish Structure"

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; Section headers in brackets [...] is system ID of structuremodifier items. This IDs should be unique.
; HARD <integer> Positive integer
; MEDIUM <integer> Positive integer
; SOFT <integer> Positive integer
; BUNKER <integer> Positive integer
[ALL ROUNDER]
SOFT = 130
MEDIUM = 100

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; Section headers in brackets [...] is system ID of templates items. This IDs should be unique.
; available <integer> ???
; compBody <ID for body> Key
; compBrain <ID for brain> Key
; compConstruct <ID for construction> Key
; compPropulsion <ID for propulsion> Key
; compRepair <ID for repair> Key
; compSensor <ID for sensor> Key
; type <choice> ??? [DROID, CYBORG_SUPER, CYBORG_REPAIR, CYBORG, PERSON, TRANSPORTER, CYBORG_CONSTRUCT, SUPERTRANSPORTER]
; weapons <comma-separated list of weapons IDs> Comma separated list of IDs
[WyvernScourgeTracks]
compBody = Body13SUP
compPropulsion = tracked01

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; Section headers in brackets [...] is system ID of terraintable items. This IDs should be unique.
; speedFactor <comma-separated list> List of modifiers for propulsion (number of items should be same as number of propulsion)
[0]
speedFactor = 100,100,100,150,250,100,100

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; Section headers in brackets [...] is system ID of weaponmodifier items. This IDs should be unique.
; Half-Tracked <integer> Positive integer
; Hover <integer> Positive integer
; Legged <integer> Positive integer
; Lift <integer> Positive integer
; Tracked <integer> Positive integer
; Wheeled <integer> Positive integer
[ALL ROUNDER]
Half-Tracked = 115
Hover = 120

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; Section headers in brackets [...] is system ID of weapons items. This IDs should be unique.
; name <string> Verbose name
; designable <1|0> Whether appears in design screen
; hitpoints <integer> Hit points
; buildPoints <integer> The build points affects time to build. Build time = buildpoints/factory buildpoints per second
; buildPower <integer> Price to build
; weight <integer> Weight of weapon; may affect droid speed
; damage <integer> Weapon damage
; effectSize <integer> Size(scale) of special/particle effects of weapon
; faceInFlight <1|0> YES = projectile always face player view; NO = projectile always not face player view
; facePlayer <1|0> YES = HitGfx, MissGfx and WaterGfx always face player view; NO = impact Gfx do not face player view
; fireOnMove <1|0> YES = fire on move without accuracy penalties; NO = impossible to fire on move
; flags <0|AirOnly|ShootAir> Flags, 0 == GroundOnly
; firePause <integer> Pause between shots (1/10 seconds)
; flightSpeed <integer> Velocity of weapon project (1/128 tiles per 1/10 second)
; lightWorld <1|0> Yes = Lights up terrain around where it hits
; longHit <integer> Hit chance of longRange shots
; longRange <string> Range of weapon to use long-range accuracy (1/128 tiles)
; maxElevation <integer> Max pitch of turret. Range: [0,90]
; minElevation <integer> Min pitch of turret
; minimumDamage <integer> Minimum damage
; minRange <integer> Minimal range of indirect weapon
; movement <choice> Weapon's movement type [HOMING-INDIRECT, INDIRECT, DIRECT, HOMING-DIRECT]
; numAttackRuns <integer> Number of attack runs of vtol
; numExplosions <integer> If numExplosions is higher than 1, the projectile will scatter several explosion effects around the target on hit
; numRounds <integer> The number of rounds of a salvo weapon. (Ripple, angel etc). 0 = not a salvo weapon
; periodicalDamageRadius <integer> Damage on hit over time radius
; periodicalDamage <integer> Damage on hit over time
; weaponEffect <choice> Weapon type. Controls what targets it's effective against (modifiers) [ALL ROUNDER, FLAMER, ANTI TANK, ANTI PERSONNEL, ANTI AIRCRAFT, ARTILLERY ROUND, BUNKER BUSTER]
; periodicalDamageWeaponEffect <choice> Damage on hit over time effect [ALL ROUNDER, FLAMER, ANTI TANK, ANTI PERSONNEL, ANTI AIRCRAFT, ARTILLERY ROUND, BUNKER BUSTER]
; weaponClass <KINETIC|HEAT> Weapon class. HEAT or KINETIC. Controls which armor type the damage is reduced by
; periodicalDamageWeaponClass <HEAT|KINETIC> If not specified uses weaponClass value
; weaponSubClass <choice> Weapon subclass. Controls which upgrades the weapon is affected by. [SLOW MISSILE, SLOW ROCKET, COMMAND, ROCKET, CANNON, A-A GUN, GAUSS, MISSILE, BOMB, MACHINE GUN, FLAME, EMP, LAS_SAT, MORTARS, HOWITZERS, ELECTRONIC, ENERGY]
; periodicalDamageWeaponSubClass <choice> If not specified uses weaponSubClass value [SLOW MISSILE, SLOW ROCKET, COMMAND, ROCKET, CANNON, A-A GUN, GAUSS, MISSILE, BOMB, MACHINE GUN, FLAME, EMP, LAS_SAT, MORTARS, HOWITZERS, ELECTRONIC, ENERGY]
; periodicalDamageTime <integer> Damage on hit over time duration 1/10 second
; penetrate <1|0> Whether projectile penetrates through a target
; radius <integer> The splash radius of weapon
; radiusDamage <integer> Splash damage
; radiusLife <integer> Splash time to live after impact (flame weapon)
; recoilValue <integer> Recoil value of turret
; reloadTime <integer> Time required to fully reload a salvo weapon. For non-salvo weapons, see firePause
; rotate <integer> Turret rotation limits of weapon
; weaponWav <string> Ogg file
; explosionWav <string> Ogg file
; model <comma-separated list> Pie models
; mountModel <comma-separated list> Pie model of weapon barrel
; waterGfx <comma-separated list> Water pie model when it misses and hits water
; hitGfx <comma-separated list> Impact pie model when it hits objects
; flightGfx <comma-separated list> Projectile pie model used by weapon
; trailGfx <comma-separated list> Weapon trail pie model during flight
; muzzleGfx <comma-separated list> Muzzle flash pie model displayed upon firing
; missGfx <comma-separated list> Miss pie model when it misses and hits ground
[ZNULLWEAPON]
buildPoints = 250
model = Mibnkgun.pie