 VehicleType { 
   Abstract = true
   ID = 400


; ----------------------------------------------------------------------------------------------------------------
; -----   D E F I N I T I O N S   F O R   A L L   U N I T S   ----------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

   ConstructionCost { 
      CalculationMethod = auto
      energy =
      material =
      fuel = 
   } ConstructionCost

   HitAcc { 
      d6 = 0
      d5 = 0
      d4 = 0
      d3 = 0
      d2 = 0
      d1 = 0
      0 = 0
      u1 = 0
      u2 = 0
      u3 = 0
      u4 = 0
      u5 = 0
      u6 = 0
   } HitAcc

;      WeaponX.ReactionFireShots = 2


; ----------------------------------------------------------------------------------------------------------------
; -----   M A C H I N E   G U N S   ------------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

   MG_Trooper {
      Type = machinegun shootable 
      targets = floating ground_level low_level_flight 
      shotFrom = floating ground_level 
      MaxRange = 10
      MinRange = 10
      Ammo = 10
      Punch@MaxRange = 20
      Punch@MinRange = 20

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.0 = 100
      HitAccuracy.u1 = 80

      WeaponEffectiveness {      
         trooper = 130
         rail_vehicle = 60
         building|turret|object = 50
         hoovercraft = 90
         helicopter = 90

         light_tracked_vehicle = 80
         medium_tracked_vehicle = 65
         heavy_tracked_vehicle = 50

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 90
         heavy_wheeled_vehicle = 80
         
         light_ship = 80
         medium_ship  = 60
         heavy_ship = 50

         light_aircraft = 100
         medium_aircraft  = 90
         heavy_aircraft = 80
      } WeaponEffectiveness
   } MG_Trooper

   MG30low ->* VehicleType.MG_Trooper
   MG30low.Punch@MaxRange = 30
   MG30low.Punch@MinRange = 30
   
   MG35low ->* VehicleType.MG_Trooper
   MG35low.Punch@MaxRange = 35
   MG35low.Punch@MinRange = 35

   MG40low ->* VehicleType.MG_Trooper
   MG40low.Punch@MaxRange = 40
   MG40low.Punch@MinRange = 40

   MG45low ->* VehicleType.MG_Trooper
   MG45low.Punch@MaxRange = 45
   MG45low.Punch@MinRange = 45

   MGmed ->* VehicleType.MG_Trooper
   MGmed.targets = floating ground_level low_level_flight medium_level_flight
   MGmed.HitAccuracy.u1 = 90
   MGmed.HitAccuracy.u2 = 80
   
   MG45med ->* VehicleType.MGmed
   MG45med.Punch@MaxRange = 45
   MG45med.Punch@MinRange = 45

   Def_MG ->* VehicleType.MG_Trooper
   Def_MG.targets = floating ground_level
   Def_MG.ammo = 4
   Def_MG.ReactionFireShots = 0

; alte MG Definierungen

   MG_Tank ->* VehicleType.MG35low

   Ship_MG ->* VehicleType.MG45med
   Ship_MG.targets = floating ground_level low_level_flight medium_level_flight
   Ship_MG.shotFrom = floating ground_level
   Ship_MG.Punch@MaxRange = 45
   Ship_MG.Punch@MinRange = 45

   Air_MG ->* VehicleType.MG_Tank
   Air_MG.targets = floating ground_level low_level_flight medium_level_flight
   Air_MG.shotFrom = ground_level low_level_flight medium_level_flight
   Air_MG.Punch@MaxRange = 38
   Air_MG.Punch@MinRange = 38
   Air_MG.HitAccuracy.d1 = 90
   Air_MG.HitAccuracy.0 = 100
   Air_MG.HitAccuracy.u1 = 0

   AirH_MG ->* VehicleType.MG_Tank
   AirH_MG.targets = low_level_flight medium_level_flight high_level_flight
   AirH_MG.shotFrom = ground_level low_level_flight medium_level_flight high_level_flight
   AirH_MG.Punch@MaxRange = 38
   AirH_MG.Punch@MinRange = 38
   AirH_MG.HitAccuracy.d1 = 0
   AirH_MG.HitAccuracy.0 = 100
   AirH_MG.HitAccuracy.u1 = 0

   A2A_MG ->* VehicleType.MG_Tank
   A2A_MG.targets = low_level_flight medium_level_flight high_level_flight
   A2A_MG.shotFrom = low_level_flight medium_level_flight high_level_flight
   A2A_MG.Punch@MaxRange = 38
   A2A_MG.Punch@MinRange = 38
   A2A_MG.HitAccuracy.d1 = 0
   A2A_MG.HitAccuracy.0 = 100
   A2A_MG.HitAccuracy.u1 = 0

   A2G_MG ->* VehicleType.MG_Tank
   A2G_MG.targets = floating ground_level
   A2G_MG.shotFrom = low_level_flight
   A2G_MG.Punch@MaxRange = 38
   A2G_MG.Punch@MinRange = 38
   A2G_MG.HitAccuracy.d1 = 100
   A2G_MG.HitAccuracy.0 = 0
   A2G_MG.HitAccuracy.u1 = 0

   MiniGun {
      Type = machinegun shootable 
      targets = floating ground_level low_level_flight medium_level_flight
      shotFrom = floating ground_level 
      MaxRange = 20
      MinRange = 10
      Ammo = 10
      Punch@MaxRange = 40
      Punch@MinRange = 48
      ReactionFireShots = 2

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.0 = 100
      HitAccuracy.u1 = 90
      HitAccuracy.u2 = 55

      WeaponEffectiveness {      
         trooper = 150
         rail_vehicle = 40
         building|turret|object = 30
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 95
         medium_tracked_vehicle = 70
         heavy_tracked_vehicle = 45

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 95
         
         light_ship = 90
         medium_ship  = 50
         heavy_ship = 25

         light_aircraft = 100
         medium_aircraft  = 95
         heavy_aircraft = 90
      } WeaponEffectiveness
   } MiniGun

   BigMiniGun ->* VehicleType.MiniGun
   BigMiniGun.Punch@MaxRange = 45
   BigMiniGun.Punch@MinRange = 55

   AirMiniGun ->* Vehicletype.BigMiniGun
   AirMiniGun.targets = low_level_flight medium_level_flight


; ----------------------------------------------------------------------------------------------------------------
; -----   C A N N O N   -   S Y S T E M S   --------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

   Sniper {
         Type = cannon shootable 
         targets = ground_level floating low_level_flight 
         shotFrom = ground_level 
         MaxRange = 30
         MinRange = 20
         Ammo = 4
         Punch@MaxRange = 100
         Punch@MinRange = 120
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 
            d1 = 
            0 = 100
            u1 = 90
            u2 = 
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
         canthit = hoovercraft default light_tracked_vehicle medium_tracked_vehicle heavy_tracked_vehicle light_wheeled_vehicle medium_wheeled_vehicle heavy_wheeled_vehicle rail_vehicle medium_aircraft medium_ship building|turret|object light_aircraft heavy_aircraft light_ship heavy_ship helicopter 
      } Sniper

   SniperSmall ->* VehicleType.Sniper
   SniperSmall.MaxRange = 20
   SniperSmall.Punch@MinRange -> VehicleType.Sniper.Punch@MaxRange

   Artillery { 
      Type = cannon shootable 
      targets = floating ground_level 
      shotFrom = floating ground_level 
      MaxRange = 30
      MinRange = 10
      Ammo = 5
      Punch@MaxRange = 60
      Punch@MinRange = 80

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.0 = 100

      WeaponEffectiveness {      
         trooper = 90
         rail_vehicle = 100
         building|turret|object = 110
         hoovercraft = 90
         helicopter = 100

         light_tracked_vehicle = 80
         medium_tracked_vehicle = 90
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 80
         medium_wheeled_vehicle = 90
         heavy_wheeled_vehicle = 100
         
         light_ship = 90
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
   } Artillery

   Tank_Gun {
      Type = cannon shootable 
      targets = floating ground_level 
      shotFrom = ground_level 
      MaxRange = 10
      MinRange = 10
      Ammo = 10
      Punch@MaxRange = 70
      Punch@MinRange = 70

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.0 = 100

      WeaponEffectiveness {      
         trooper = 50
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 90
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 80
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
   } Tank_Gun

   TankSpGun ->* VehicleType.Tank_Gun
   TankSpGun.WeaponEffectiveness.Trooper = 25
   TankSpGun.WeaponEffectiveness.rail_vehicle = 120
   TankSpGun.WeaponEffectiveness.building|turret|object = 120
   TankSpGun.WeaponEffectiveness.light_tracked_vehicle = 80
   TankSpGun.WeaponEffectiveness.heavy_tracked_vehicle = 120
   TankSpGun.WeaponEffectiveness.heavy_wheeled_vehicle = 120
   TankSpGun.WeaponEffectiveness.medium_ship = 120
   TankSpGun.WeaponEffectiveness.heavy_ship = 120
   TankSpGun.WeaponEffectiveness.heavy_aircraft = 120
   
   Flak {
      Type = cannon shootable 
      targets = low_level_flight medium_level_flight 
      shotFrom = floating ground_level 
      MaxRange = 20
      MinRange = 10
      Ammo = 10
      ReactionFireShots = 2
      Punch@MaxRange = 60
      Punch@MinRange = 80

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.u1 = 100
      HitAccuracy.u2 = 95

      WeaponEffectiveness {      
         trooper = 50
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
   } Flak

;überflüssig   
   Ship_Artillery ->* VehicleType.Artillery

   Ship_Gun ->* Vehicletype.Tank_Gun
   Ship_Gun.shotFrom = floating ground_level
   Ship_Gun.MaxRange = 20

   Ship_Flak ->* Vehicletype.Flak
   Ship_Flak.MaxRange = 30
  

; ----------------------------------------------------------------------------------------------------------------
; -----   T O R P E D O   -   S Y S T E M S   --------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------


   UTorp { 
      Type = torpedo shootable 
      targets = deep_submerged submerged floating 
      shotFrom = deep_submerged submerged floating 
      MaxRange = 20
      MinRange = 10
      Ammo = 6
      Punch@MaxRange = 100
      Punch@MinRange = 100

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.d1 = 85
      HitAccuracy.0 = 100
      HitAccuracy.u1 = 100

      WeaponEffectiveness {
         trooper = 25
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 80
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 80
         medium_ship  = 90
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
       } WeaponEffectiveness

   } UTorp

   STorp ->* Vehicletype.UTorp
   STorp.targets = floating

   GTorp ->* Vehicletype.UTorp
   GTorp.targets = floating
   GTorp.shotFrom = ground_level

   ATorp ->* Vehicletype.UTorp
   ATorp.targets = floating
   ATorp.shotFrom = low_level_flight
   ATorp.HitAccuracy.d1 = 100
   ATorp.HitAccuracy.0 = 0
   ATorp.HitAccuracy.u1 = 0

   AUTorp ->* Vehicletype.UTorp
   AUTorp.targets = floating submerged
   AUTorp.shotFrom = low_level_flight
   AUTorp.HitAccuracy.d2 = 100
   AUTorp.HitAccuracy.d1 = 100
   AUTorp.HitAccuracy.0 = 0
   AUTorp.HitAccuracy.u1 = 0

   SUTorp ->* Vehicletype.UTorp
   SUTorp.targets = submerged deep_submerged
   SUTorp.shotFrom = floating
   SUTorp.HitAccuracy.d2 = 70
   SUTorp.HitAccuracy.d1 = 100
   SUTorp.HitAccuracy.0 = 0
   SUTorp.HitAccuracy.u1 = 0


; ----------------------------------------------------------------------------------------------------------------
; -----   A N T I - A I R   M I S S I L E - S Y S T E M S   ----------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

; air-air missile
      AAM { 
         Type = air_missile shootable 
         targets = low_level_flight medium_level_flight 
         shotFrom = low_level_flight medium_level_flight 
         MaxRange = 10
         MinRange = 10
         Ammo = 4
         Punch@MaxRange = 70
         Punch@MinRange = 70
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 
            d1 = 98
            0 = 100
            u1 = 98
            u2 = 
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
     	 WeaponEffectiveness {
	    trooper = 25
	 } WeaponEffectiveness
      } AAM
; air-air distance missile
      AAM2 ->* VehicleType.AAM 
      AAM2.MaxRange = 20
      AAM2.MinRange = 20


; small air-air missile
      smAAM ->* VehicleType.AAM
      smAAM.Type = ground_missile shootable
      smAAM.Punch@MaxRange = 65
      smAAM.Punch@MinRange = 65
      smAAM.HitAccuracy.d1 = 95
      smAAM.HitAccuracy.u1 = 95
; smallair-air distance missile
      smAAM2 ->* VehicleType.smAAM 
      smAAM2.MaxRange = 20
      smAAM2.MinRange = 20


; highair-highair missile
      AAMH ->* VehicleType.AAM 
      AAMH.targets = low_level_flight medium_level_flight high_level_flight
      AAMH.shotFrom = low_level_flight medium_level_flight high_level_flight
      AAMH.HitAccuracy.d2 = 90
      AAMH.HitAccuracy.u2 = 90
; highair-highair distance missile
      AAMH2 ->* VehicleType.AAMH 
      AAMH2.MaxRange = 20
      AAmH2.MinRange = 20

; highair/orbital-highair/orbital missile
      AAMO ->* VehicleType.AAM 
      AAMO.targets = low_level_flight medium_level_flight high_level_flight orbit
      AAMO.shotFrom = low_level_flight medium_level_flight high_level_flight orbit
      AAMO.HitAccuracy.d2 = 90
      AAMO.HitAccuracy.u2 = 90


; surface-air missile
      SAM { 
         Type = air_missile shootable 
         targets = low_level_flight medium_level_flight 
         shotFrom = floating ground_level 
         MaxRange = 40
         MinRange = 10
         Ammo = 4
         ReactionFireShots = 2
         Punch@MaxRange = 70
         Punch@MinRange = 70
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 
            d1 = 
            0 = 
            u1 = 100
            u2 = 98
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
     	 WeaponEffectiveness {
	    trooper = 50
	 } WeaponEffectiveness
      } SAM

; SAM Trooper
; small surface-air misslile
      smSAM ->* VehicleType.SAM
      smSAM.MAxRange = 30
      smSAM.Type = ground_missile shootable
      smSAM.Punch@MaxRange = 65
      smSAM.Punch@MinRange = 65
      smSAM.HitAccuracy.u2 = 94

; surface-highair misslie
      SAMH ->* VehicleType.SAM 
      SAMH.targets = low_level_flight medium_level_flight high_level_flight
      SAMH.HitAccuracy.u3 = 92

; surface-highair misslie
      SAMT ->* VehicleType.SAMH 
      SAMT.MAxRange = 60
      SAMT.Punch@MaxRange = 80
      SAMT.Punch@MinRange = 80
      SAMT.ReactionFireShots = 2

; surface-highair misslie
      SAMB ->* VehicleType.SAMH 
      SAMB.MAxRange = 80
      SAMB.Punch@MaxRange = 85
      SAMB.Punch@MinRange = 85
      SAMB.ReactionFireShots = 3

; surface-highair-ultra misslie
      SAMHU ->* VehicleType.SAM 
      SAMHU.targets = low_level_flight medium_level_flight high_level_flight
      SAMHU.HitAccuracy.u1 = 80
      SAMHU.HitAccuracy.u2 = 95
      SAMHU.HitAccuracy.u3 = 100


; ----------------------------------------------------------------------------------------------------------------
; -----   G R O U N D   M I S S I L E  -   S Y S T E M S   -------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

; air-surface missile
      ASM { 
         Type = air_missile shootable 
         targets = floating ground_level 
         shotFrom = low_level_flight medium_level_flight
         MaxRange = 10
         MinRange = 10
         Ammo = 4
         Punch@MaxRange = 75
         Punch@MinRange = 75
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 100
            d1 = 100
            0 = 
            u1 = 
            u2 = 
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
     	 WeaponEffectiveness {
	    trooper = 25
         } WeaponEffectiveness
      } ASM

      smASM ->* VehicleType.ASM 
      smASM.Type = ground_missile shootable 
      smASM.Punch@MaxRange = 60
      smASM.Punch@MinRange = 60

      ASMH ->* VehicleType.ASM 
      ASMH.shotFrom = low_level_flight medium_level_flight high_level_flight

; surface-surface missile
      SSM { 
         Type = air_missile shootable 
         targets = floating ground_level 
         shotFrom = submerged floating ground_level 
         MaxRange = 10
         MinRange = 10
         Ammo = 2
         Punch@MaxRange = 75
         Punch@MinRange = 75
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 
            d1 = 
            0 = 100
            u1 = 95
            u2 = 
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
     	 WeaponEffectiveness {
         trooper = 0
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
	 } WeaponEffectiveness
      } SSM

; smallsurface-surface missile
      smSSM ->* VehicleType.SSM
      smSSM.Type = ground_missile shootable
      smSSM.Punch@MaxRange = 60
      smSSM.Punch@MinRange = 60
; medium attack trooper
      Panzerfaust ->* VehicleType.smSSM
      Panzerfaust.Type = ground_missile shootable
      Panzerfaust.Punch@MaxRange = 75
      Panzerfaust.Punch@MinRange = 75

; surface-ship missile
      ShM ->* VehicleType.SSM 
      ShM.targets = floating

; surface-land missile
      SgM ->* VehicleType.SSM 
      SgM.targets = ground_level


; überflüssig
      SSSM ->* VehicleTYpe.SSM



; multi missile
      MSM { 
         Type = air_missile shootable 
         targets = floating ground_level low_level_flight medium_level_flight
         shotFrom = floating ground_level
         MaxRange = 10
         MinRange = 10
         Ammo = 4
         Punch@MaxRange = 75
         Punch@MinRange = 75
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 
            d1 = 
            0 = 100
            u1 = 100
            u2 = 80
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
     	 WeaponEffectiveness {
	    trooper = 25
	 } WeaponEffectiveness
      } MSM

      smMSM ->* VehicleType.MSM 
      smMSM.Type = ground_missile shootable 
      smMSM.Punch@MaxRange = 60
      smMSM.Punch@MinRange = 60


; ----------------------------------------------------------------------------------------------------------------
; -----   C R U I S E  M I S S I L E  -   S Y S T E M S   -------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

; Cruise missile Vehicle
      CMG { 
         Type = cruise_missile shootable 
         targets =  ground_level 
         shotFrom = submerged floating ground_level 
         MaxRange = 100
         MinRange = 40
         Ammo = 1
         ReactionFireShots = 0
         Punch@MaxRange = 110
         Punch@MinRange = 120
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 
            d1 = 
            0 = 100
            u1 = 100
            u2 = 
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 25
         rail_vehicle = 90
         building|turret|object = 120
         hoovercraft = 80
         helicopter = 100

         light_tracked_vehicle = 70
         medium_tracked_vehicle = 80
         heavy_tracked_vehicle = 90

         light_wheeled_vehicle = 70
         medium_wheeled_vehicle = 90
         heavy_wheeled_vehicle = 100
         
         light_ship = 80
         medium_ship  = 90
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } CMG

; Cruise Missile Ship      
      CMS ->* VehicleType.CMG
      CMS.targets = floating

; Cruise Missile multi Ground
      CMGS ->* VehicleType.CMG
      CMGS.targets = floating ground_level

; ----------------------------------------------------------------------------------------------------------------
; -----   A N T I   O R B I T   M I S S I L E  -   S Y S T E M S   -----------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

; Cruise Missile Orbit
      CMO { 
         Type = cruise_missile shootable 
         targets = orbit 
         shotFrom = submerged ground_level floating
         MaxRange = 130
         MinRange = 10
         Ammo = 1
         Punch@MaxRange = 120
         Punch@MinRange = 130
         ReactionFireShots = 0
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 
            d1 = 
            0 = 
            u1 = 
            u2 = 
            u3 = 
            u4 = 100 
            u5 = 90
            u6 = 
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 50
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
    } CMO

; surface orbit missile
      SOM ->* VehicleType.CMO
      SOM.Type = air_missile shootable
      SOM.Ammo = 6
      SOM.ReactionFireShots = 1
      SOM.MaxRange = 60
      SOM.MinRange = 10
      SOM.Punch@MaxRange = 80
      SOM.Punch@MinRange = 90

      SOMT ->* VehicleType.SOM
      SOMT.ReactionFireShots = 2
      SOMT.MaxRange = 90
      SOMT.MinRange = 10
      SOMT.Ammo = 10
      SOMT.Punch@MaxRange = 90
      SOMT.Punch@MinRange = 100

      SOMB ->* VehicleType.SOM
      SOMB.ReactionFireShots = 3
      SOMB.MaxRange = 100
      SOMB.MinRange = 10
      SOMB.Ammo = 15
      SOMB.Punch@MaxRange = 100
      SOMB.Punch@MinRange = 110

; air missle orbit
      AMO {
         Type = air_missile shootable 
         targets = orbit 
         shotFrom = high_level_flight orbit
         MaxRange = 20
         MinRange = 10
         Ammo = 4
         Punch@MaxRange = 80
         Punch@MinRange = 80
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 0
            d1 = 0
            0 = 100
            u1 = 100
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 50
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } AMO
; ----------------------------------------------------------------------------------------------------------------
; -----   O R B I T   M I S S I L E  -   S Y S T E M S   ---------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

; orbit air missile
      OAM { 
         Type = air_missile shootable 
         targets = medium_level_flight high_level_flight orbit 
         shotFrom = orbit 
         ReactionFireShots = 1
         MaxRange = 40
         MinRange = 20
         Ammo = 8
         Punch@MaxRange = 72
         Punch@MinRange = 72
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 94
            d1 = 98
            0 = 100
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 100
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } OAM

; orbit cruise missile      
      OCM { 
         Type = cruise_missile shootable 
         targets = floating ground_level 
         shotFrom = orbit 
         MaxRange = 70
         MinRange = 10
         Ammo = 3
         Punch@MaxRange = 110
         Punch@MinRange = 120
         Reactionfireshots = 0
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 100
            d3 = 0
            d2 = 0
            d1 = 0
            0 = 0
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 0
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } OCM

; orbit ground missile
      OGM { 
         Type = air_missile shootable 
         targets = floating ground_level 
         shotFrom = orbit 
         MaxRange = 30
         MinRange = 20
         Ammo = 6
         Punch@MaxRange = 95
         Punch@MinRange = 95
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 100
            d3 = 0
            d2 = 0
            d1 = 0
            0 = 0
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 0
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 95
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 90
         medium_wheeled_vehicle = 95
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } OGM

      OGSM ->* VehicleType.OGM
      OGSM.targets = submerged floating ground_level
      OGSM.HitAccuracy.d5 = 90

      Orbit_Cannon { 
         Type = cannon shootable ammo_transfer
         targets = medium_level_flight high_level_flight orbit 
         shotFrom = medium_level_flight high_level_flight orbit 
         MaxRange = 20
         MinRange = 10
         Ammo = 30
         Punch@MaxRange = 55
         Punch@MinRange = 65
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 0
            d1 = 95
            0 = 100
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 100
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } Orbit_Cannon

; ----------------------------------------------------------------------------------------------------------------
; -----   D E P T H   C H A R G E   ------------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

      DCA {
         Type = bomb shootable 
         targets = submerged 
         shotFrom = low_level_flight  
         MaxRange = 10
         MinRange = 10
         Ammo = 2
         Punch@MaxRange = 90
         Punch@MinRange = 90
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 100
            d1 = 0
            0 = 0
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
     	 WeaponEffectiveness {
	    trooper = 50
	 } WeaponEffectiveness
      } DCA

      DCS {
         Type = bomb shootable 
         targets = submerged deep_submerged 
         shotFrom = floating  
         MaxRange = 10
         MinRange = 10
         Ammo = 2
         Punch@MaxRange = 90
         Punch@MinRange = 90
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 50
            d1 = 100
            0 = 0
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
     	 WeaponEffectiveness {
	    trooper = 50
	 } WeaponEffectiveness
      } DCS


; ----------------------------------------------------------------------------------------------------------------
; -----   B O M B I N G   ----------------------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

      ; Tankhunter
      lowBomb { 
         Type = bomb shootable 
         targets = floating ground_level 
         shotFrom = low_level_flight 
         MaxRange = 10
         MinRange = 10
         Ammo = 4
         Punch@MaxRange = 110
         Punch@MinRange = 110
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 0
            d1 = 100
            0 = 0
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 0
         rail_vehicle = 100
         building|turret|object = 110
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 110

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 110
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 120

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } lowBomb

      ; Brandbombe
      napalm { 
         Type = bomb shootable 
         targets = floating ground_level 
         shotFrom = low_level_flight 
         MaxRange = 10
         MinRange = 10
         Ammo = 1
         Punch@MaxRange = 110
         Punch@MinRange = 110
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 0
            d1 = 100
            0 = 0
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 100
         rail_vehicle = 0
         building|turret|object = 0
         hoovercraft = 50
         helicopter = 50

         light_tracked_vehicle = 40
         medium_tracked_vehicle = 0
         heavy_tracked_vehicle = 0

         light_wheeled_vehicle = 60
         medium_wheeled_vehicle = 50
         heavy_wheeled_vehicle = 40
         
         light_ship = 0
         medium_ship  = 0
         heavy_ship = 0

         light_aircraft = 50
         medium_aircraft  = 50
         heavy_aircraft = 50
      } WeaponEffectiveness
      } napalm


      medBomb { 
         Type = bomb shootable 
         targets = floating ground_level 
         shotFrom = low_level_flight medium_level_flight 
         MaxRange = 10
         MinRange = 10
         Ammo = 10
         Punch@MaxRange = 70
         Punch@MinRange = 70
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 85
            d1 = 100
            0 = 
            u1 = 
            u2 = 
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 80
         rail_vehicle = 100
         building|turret|object = 110
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 80
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 80
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 80
         medium_ship  = 100
         heavy_ship = 120

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } medBomb

      HighBomb { 
         Type = bomb shootable 
         targets = floating ground_level 
         shotFrom = medium_level_flight high_level_flight 
         MaxRange = 10
         MinRange = 10
         Ammo = 10
         Punch@MaxRange = 70
         Punch@MinRange = 70
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 80
            d2 = 100
            d1 = 
            0 = 
            u1 = 
            u2 = 
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 80
         rail_vehicle = 100
         building|turret|object = 110
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 80
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 80
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 80
         medium_ship  = 100
         heavy_ship = 120

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } HighBomb

;heavy attack trooper
   GrL { 
      Type = bomb shootable 
      targets = floating ground_level 
      shotFrom = floating ground_level 
      MaxRange = 20
      MinRange = 20
      Ammo = 6
      Punch@MaxRange = 75
      Punch@MinRange = 75
      HitAccuracy { 
         d6 = 
         d5 = 
         d4 = 
         d3 = 
         d2 = 
         d1 = 
         0 = 100
         u1 = 
         u2 = 
         u3 = 
         u4 = 
         u5 = 
         u6 = 
      } HitAccuracy
      WeaponEffectiveness {      
         trooper = 70
         rail_vehicle = 100
         building|turret|object = 100
         hoovercraft = 90
         helicopter = 100

         light_tracked_vehicle = 80
         medium_tracked_vehicle = 90
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 80
         medium_wheeled_vehicle = 90
         heavy_wheeled_vehicle = 100
         
         light_ship = 90
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
   } GrL

;Diver
      C4 { 
         Type = bomb shootable 
         targets = submerged floating ground_level 
         shotFrom = submerged ground_level 
         MaxRange = 10
         MinRange = 10
         Ammo = 2
         ReactionFireShots = 0
         Punch@MaxRange = 110
         Punch@MinRange = 110
         HitAccuracy { 
            d6 = 
            d5 = 
            d4 = 
            d3 = 
            d2 = 
            d1 = 
            0 = 100
            u1 = 100
            u2 =
            u3 = 
            u4 = 
            u5 = 
            u6 = 
         } HitAccuracy
	 WeaponEffectiveness {
	    default = 50
		light_tracked_vehicle = 30
		medium_tracked_vehicle = 40
		heavy_tracked_vehicle = 50
		light_wheeled_vehicle = 25
		medium_wheeled_vehicle = 35
		heavy_wheeled_vehicle = 45
		light_ship = 60
		medium_ship = 70
		heavy_ship = 80
		light_aircraft = 60
		medium_aircraft = 70
		heavy_aircraft = 80
		rail_vehicle = 90
		helicopter = 50
		hoovercraft = 50
		trooper = 20
	 } WeaponEffectiveness 
      } C4
;Specialist
   C4small ->* VehicleType.C4
   C4small.Punch@MaxRange = 100
   C4small.Punch@MinRange = 100

   HGr { 
      Type = bomb shootable 
      targets = floating ground_level 
      shotFrom = floating ground_level 
      MaxRange = 10
      MinRange = 10
      Ammo = 2
      Punch@MaxRange = 100
      Punch@MinRange = 100
      HitAccuracy { 
         d6 = 
         d5 = 
         d4 = 
         d3 = 
         d2 = 
         d1 = 
         0 = 100
         u1 = 
         u2 = 
         u3 = 
         u4 = 
         u5 = 
         u6 = 
      } HitAccuracy
      WeaponEffectiveness {      
         trooper = 100
         rail_vehicle = 10
         building|turret|object = 5
         hoovercraft = 20
         helicopter = 20

         light_tracked_vehicle = 20
         medium_tracked_vehicle = 10
         heavy_tracked_vehicle = 10

         light_wheeled_vehicle = 50
         medium_wheeled_vehicle = 40
         heavy_wheeled_vehicle = 30
         
         light_ship = 15
         medium_ship  = 10
         heavy_ship = 10

         light_aircraft = 20
         medium_aircraft  = 10
         heavy_aircraft = 10
      } WeaponEffectiveness
   } HGr


; ----------------------------------------------------------------------------------------------------------------
; -----   M I N E   L A Y E R   ----------------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

    MineWeapon {
      Type = mine shootable 
      targets = floating ground_level 
      shotFrom = ground_level 
      MaxRange = 10
      MinRange = 10
      Ammo = 2
      Punch@MaxRange = 120
      Punch@MinRange = 120
      HitAccuracy ->* VehicleType.HitAcc 
      HitAccuracy.0 = 100
      WeaponEffectiveness {
      } WeaponEffectiveness
   } MineWeapon

   Mine2Weapon ->* VehicleType.MineWeapon
   Mine2Weapon.MaxRange = 20
   
    MineAir {
      Type = mine shootable 
      targets = submerged floating ground_level 
      shotFrom = low_level_flight 
      MaxRange = 10
      MinRange = 10
      Ammo = 2
      Punch@MaxRange = 120
      Punch@MinRange = 120
      HitAccuracy ->* VehicleType.HitAcc 
      HitAccuracy.d1 = 100
      WeaponEffectiveness {
      } WeaponEffectiveness
   } MineAir
   
    MineSea {
      Type = mine shootable 
      targets = submerged floating 
      shotFrom = submerged floating 
      MaxRange = 10
      MinRange = 10
      Ammo = 2
      Punch@MaxRange = 120
      Punch@MinRange = 120
      HitAccuracy ->* VehicleType.HitAcc 
      HitAccuracy.d1 = 100
      HitAccuracy.0 = 100
      HitAccuracy.u1 = 100
      WeaponEffectiveness {
      } WeaponEffectiveness
   } MineSea

    AntiMine {
      Type = mine shootable 
      targets = submerged floating ground_level
      shotFrom = submerged floating ground_level 
      MaxRange = 10
      MinRange = 10
      Ammo = 0
      Punch@MaxRange = 0
      Punch@MinRange = 0
      HitAccuracy ->* VehicleType.HitAcc 
      HitAccuracy.d1 = 100
      HitAccuracy.0 = 100
      HitAccuracy.u1 = 100
      WeaponEffectiveness {
      } WeaponEffectiveness
   } AntiMine




; ----------------------------------------------------------------------------------------------------------------
; -----   S E R V I C E   ----------------------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

   ServiceGround { 
      Type = Service  
      targets = floating ground_level 
      shotFrom = floating ground_level 
      MaxRange = 10
      MinRange = 10
      Ammo = 0
      Punch@MaxRange = 0
      Punch@MinRange = 0

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.0 = 100

      canthit = Trooper
   } ServiceGround

   ServiceGroundTr ->* VehicleType.ServiceGround
   ServiceGroundTr.cantHit =

   ServiceTurret ->* VehicleType.ServiceGround
   ServiceTurret.cantHit = light_wheeled_vehicle medium_wheeled_vehicle heavy_wheeled_vehicle light_tracked_vehicle medium_tracked_vehicle heavy_tracked_vehicle rail_vehicle light_aircraft medium_aircraft heavy_aircraft light_ship medium_ship heavy_ship helicopter hoovercraft

   ServiceRepGr ->* VehicleType.ServiceGround

   ServiceAir ->* VehicleType.ServiceGround 
   ServiceAir.targets = floating ground_level medium_level_flight
   ServiceAir.shotFrom = ground_level medium_level_flight

   ServiceHighAir ->* VehicleType.ServiceGround 
   ServiceHighAir.targets = floating ground_level medium_level_flight high_level_flight
   ServiceHighAir.shotFrom = ground_level medium_level_flight high_level_flight

   ServiceAirAll ->* VehicleType.ServiceGround 
   ServiceAirAll.targets = floating low_level_flight ground_level medium_level_flight high_level_flight orbit
   ServiceAirAll.shotFrom = ground_level low_levelflight medium_level_flight high_level_flight orbit

   ServiceOrbit ->* VehicleType.ServiceGround
   ServiceOrbit.targets = orbit
   ServiceOrbit.shotfrom = orbit

; ----------------------------------------------------------------------------------------------------------------
; -----   A M M O   T R A N S F E R   ----------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

   AmmoMG { 
      Type = machinegun ammo_transfer 
      targets = floating ground_level 
      shotFrom = floating ground_level 
      MaxRange = 10
      MinRange = 10
      Ammo = 20
      Punch@MaxRange = 0
      Punch@MinRange = 0

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.0 = 100

      WeaponEffectiveness {
      } WeaponEffectiveness
   } AmmoMG

   AmmoCannon ->* VehicleType.AmmoMG
   AmmoCannon.Type = Cannon ammo_transfer

   AmmoBomb ->* VehicleType.AmmoMG
   AmmoBomb.Type = bomb ammo_transfer

   AmmoSM ->* VehicleType.AmmoMG
   AmmoSM.Type = ground_missile ammo_transfer

   AmmoLM ->* VehicleType.AmmoMG
   AmmoLM.Type = air_missile ammo_transfer

   AmmoCM ->* VehicleType.AmmoMG
   AmmoCM.Type = Cruise_missile ammo_transfer

   AmmoTorp ->* VehicleType.AmmoMG
   AmmoTorp.Type = torpedo ammo_transfer

   AmmoMine ->* VehicleType.AmmoMG
   AmmoMine.Type = Mine ammo_transfer

;alt
   AmmoGM ->* VehicleType.AmmoMG
   AmmoGM.Type = ground_missile ammo_transfer

   AmmoAM ->* VehicleType.AmmoMG
   AmmoAM.Type = air_missile ammo_transfer

; ----------------------------------------------------------------------------------------------------------------
; -----   L A S E R   --------------------------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

      OAL { 
         Type = laser shootable 
         targets = low_level_flight medium_level_flight high_level_flight orbit 
         shotFrom = orbit 
         MaxRange = 40
         MinRange = 10
         Ammo = 4
         ReactionFireShots = 2
         LaserRechargeRate = 1
         LaserRechargeCost {
            energy = 0
            material = 40
            fuel = 10
         } LaserRechargeCost
         Punch@MaxRange = 70
         Punch@MinRange = 75
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 80
            d2 = 90
            d1 = 95
            0 = 100
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
         cantHit =  
      } OAL

      OGL { 
         Type = laser shootable 
         targets = floating ground_level 
         shotFrom = orbit 
         MaxRange = 30
         MinRange = 10
         Ammo = 3
	      LaserRechargeRate = 1
         LaserRechargeCost {
            energy = 0
            material = 60
            fuel = 15
         } LaserRechargeCost
         Punch@MaxRange = 90
         Punch@MinRange = 120
         HitAccuracy { 
            d6 = 0
            d5 = 
            d4 = 100
            d3 = 0
            d2 = 0
            d1 = 0
            0 = 0
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
         cantHit = 
      } OGL

      ML { 
         Type = laser shootable 
         targets = floating ground_level low_level_flight medium_level_flight high_level_flight orbit 
         shotFrom = floating ground_level low_level_flight medium_level_flight high_level_flight orbit 
         MaxRange = 20
         MinRange = 10
         Ammo = 3
	      LaserRechargeRate = 2
         LaserRechargeCost {
            energy = 0
            material = 40
            fuel = 10
         } LaserRechargeCost
         Punch@MaxRange = 70
         Punch@MinRange = 75
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 65
            d1 = 95
            0 = 100
            u1 = 95
            u2 = 65
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 100
         rail_vehicle = 80
         building|turret|object = 50
         hoovercraft = 90
         helicopter = 100

         light_tracked_vehicle = 80
         medium_tracked_vehicle = 70
         heavy_tracked_vehicle = 60

         light_wheeled_vehicle = 90
         medium_wheeled_vehicle = 85
         heavy_wheeled_vehicle = 80
         
         light_ship = 80
         medium_ship  = 65
         heavy_ship = 50

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
      } ML

; ----------------------------------------------------------------------------------------------------------------
; -----   SPECIAL   --------------------------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

   Sword {
      Type = laser shootable
      Sound = sword.wav     
	   LaserRechargeRate = 3
      Ammo = 4
      targets = floating ground_level 
      shotFrom = floating ground_level 
      MaxRange = 10
      MinRange = 10

      HitAccuracy ->* VehicleType.HitAcc
      HitAccuracy.0 = 100

      WeaponEffectiveness {      
         trooper = 150
         rail_vehicle = 10
         building|turret|object = 10
         hoovercraft = 40
         helicopter = 40

         light_tracked_vehicle = 15
         medium_tracked_vehicle = 10
         heavy_tracked_vehicle = 10

         light_wheeled_vehicle = 90
         medium_wheeled_vehicle = 70
         heavy_wheeled_vehicle = 50
         
         light_ship = 15
         medium_ship  = 10
         heavy_ship = 10

         light_aircraft = 30
         medium_aircraft  = 25
         heavy_aircraft = 20
      } WeaponEffectiveness
   } Sword

   Laser_Gun { 
         Type = Laser shootable 
         targets =  floating ground_level low_level_flight 
         shotFrom = floating ground_level 
         MaxRange = 20
         MinRange = 10
         Ammo = 6
	      LaserRechargeRate = 1
         LaserRechargeCost {
            energy = 0
            material = 3
            fuel = 100
         } LaserRechargeCost
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 0
            d1 = 0
            0 = 100
            u1 = 80
            u2 = 60
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 100
         rail_vehicle = 50
         building|turret|object = 50
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 80
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 95
         heavy_wheeled_vehicle = 90
         
         light_ship = 90
         medium_ship  = 70
         heavy_ship = 50

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
   } Laser_Gun

   EMP { 
         Type = Laser shootable 
         targets =  submerged floating ground_level low_level_flight medium_level_flight
         shotFrom = floating ground_level 
         MaxRange = 20
         MinRange = 10
         Ammo = 1
	      LaserRechargeRate = 1
         LaserRechargeCost {
            energy = 0
            material = 0
            fuel = 200
         } LaserRechargeCost
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 0
            d1 = 80
            0 = 100
            u1 = 90
            u2 = 70
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 100
         rail_vehicle = 100
         building|turret|object = 50
         hoovercraft = 100
         helicopter = 100

         light_tracked_vehicle = 100
         medium_tracked_vehicle = 100
         heavy_tracked_vehicle = 100

         light_wheeled_vehicle = 100
         medium_wheeled_vehicle = 100
         heavy_wheeled_vehicle = 100
         
         light_ship = 100
         medium_ship  = 100
         heavy_ship = 100

         light_aircraft = 100
         medium_aircraft  = 100
         heavy_aircraft = 100
      } WeaponEffectiveness
   } EMP

   Walker_Foot { 
         Type = Laser shootable 
         targets =  floating ground_level
         shotFrom = floating ground_level 
         MaxRange = 10
         MinRange = 10
         Punch@MaxRange = 110
         Punch@MinRange = 110
         Ammo = 4
         ReactionFireShots = 3
	      LaserRechargeRate = 1
         LaserRechargeCost {
            energy = 0
            material = 0
            fuel = 0
         } LaserRechargeCost
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 0
            d1 = 0
            0 = 100
            u1 = 0
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
      WeaponEffectiveness {      
         trooper = 200
         rail_vehicle = 0
         building|turret|object = 0
         hoovercraft = 0
         helicopter = 0

         light_tracked_vehicle = 0
         medium_tracked_vehicle = 0
         heavy_tracked_vehicle = 0

         light_wheeled_vehicle = 0
         medium_wheeled_vehicle = 0
         heavy_wheeled_vehicle = 0
         
         light_ship = 0
         medium_ship  = 0
         heavy_ship = 0

         light_aircraft = 0
         medium_aircraft  = 0
         heavy_aircraft = 0
      } WeaponEffectiveness
   } Walker_Foot

; ----------------------------------------------------------------------------------------------------------------
; -----   TYPE CHANGE WEAPONS   --------------------------------------------------------------------------------------------
; ----------------------------------------------------------------------------------------------------------------

      type_small_missile { 
         Type = ground_missile shootable 
      } type_small_missile

      type_large_missile { 
         Type = air_missile shootable 
      } type_large_missile

      type_cruise_missile { 
         Type = cruise_missile shootable 
      } type_cruise_missile

      type_cannon { 
         Type = cannon shootable 
      } type_cannon

      type_bomb { 
         Type = bomb shootable 
      } type_bomb

      type_MG { 
         Type = machinegun shootable 
      } type_MG

      type_torpedo { 
         Type = torpedo shootable 
      } type_torpedo

      type_laser { 
         Type = laser shootable 
         LaserRechargeRate = 1
         LaserRechargeCost {
            energy = 0
            material = 100
            fuel = 100
         } LaserRechargeCost
      } type_laser

      type_animal { 
         Type = laser shootable
         Ammo = 5
         LaserRechargeRate = 2
         LaserRechargeCost {
            energy = 0
            material = 0
            fuel = 0
         } LaserRechargeCost
      } type_animal

} VehicleType
