1 set g_turrets_unit_plasma_std_health 500
2 set g_turrets_unit_plasma_std_respawntime 60
4 // Do this mutch damage
5 set g_turrets_unit_plasma_std_shot_dmg 80
7 set g_turrets_unit_plasma_std_shot_refire 0.6
9 set g_turrets_unit_plasma_std_shot_radius 150
10 //Traveling at this speed
11 set g_turrets_unit_plasma_std_shot_speed 2000
12 //With a random spread of
13 set g_turrets_unit_plasma_std_shot_spread 0.015
14 //Pushing things this hard
15 set g_turrets_unit_plasma_std_shot_force 100
16 //Each volly is this many shots (0=1)
17 set g_turrets_unit_plasma_std_shot_volly 0
18 // Refire time upon compleated volly
19 set g_turrets_unit_plasma_std_shot_volly_refire 0
21 // Scan for targets within this range
22 set g_turrets_unit_plasma_std_target_range 3500
23 // But no close then this
24 set g_turrets_unit_plasma_std_target_range_min 200
25 // If we have a choise, prefer the ones closer to this distance
26 set g_turrets_unit_plasma_std_target_range_optimal 500
29 // Targetselect is made for each turret based on range, angle (turrets needs to turn to aim at), if its a player / missile
30 // scale range score this mucth
31 set g_turrets_unit_plasma_std_target_select_rangebias 0.5
32 // scale 'same' score this mutch (stick with same target)
33 set g_turrets_unit_plasma_std_target_select_samebias 0.01
35 set g_turrets_unit_plasma_std_target_select_anglebias 0.25
36 set g_turrets_unit_plasma_std_target_select_playerbias 1
37 set g_turrets_unit_plasma_std_target_select_missilebias 0
39 // Can carry this mutch ammo. one dmg = one ammo
40 set g_turrets_unit_plasma_std_ammo_max 640
41 // Start with this mutch ammo
42 set g_turrets_unit_plasma_std_ammo 320
43 // Regain ammo this fast (per sec)
44 set g_turrets_unit_plasma_std_ammo_recharge 40
46 // If predicted emeypos is this or closer to predicted impact, fire is ok
47 set g_turrets_unit_plasma_std_aim_firetolerance_dist 120
48 // Aim how fast. for track_type 1 this is dgr/sec, for 2 & 3 its the maximum angle speed added each second
49 set g_turrets_unit_plasma_std_aim_speed 200
50 // Max rottation of head
51 set g_turrets_unit_plasma_std_aim_maxrot 360
53 set g_turrets_unit_plasma_std_aim_maxpitch 30
55 // How the head turns.
56 // 1 = hard steps, good for aiming preformace, bad for visuals.
57 // 2 = smooth w/o inertia
58 // 3 = smmoth with simulated inertia
59 set g_turrets_unit_plasma_std_track_type 3
60 // Following controls how _track_type = 3 works.
61 set g_turrets_unit_plasma_std_track_accel_pitch 0.5
62 set g_turrets_unit_plasma_std_track_accel_rot 0.7
63 set g_turrets_unit_plasma_std_track_blendrate 0.2