;Projectile Definition: FIREBALL

; mode [Default 0] (0 - Raycast (Fast simple projectiles), 1 - Dynamic (Grenades, Rockets), 2 - Static (Mines, C4))
mode            = 1

; for expert users: number of projectiles to create in advance in the projectile cache
cacheNumber     = 10

; object .X file and textures (diffuse,normal,specular) - Leave blank for projectiles with no object (bullets)
object          = fireball.x
textureD        = fireball_D.dds
textureN        = fireball_N.dds
textureS        = fireball_S.dds
effect          = decal_animate8.fx
noZWrite        = 1

; scale values for randomness in projectile size (for variety in particle weapons)
scaleMinX       = 200
scaleMaxX       = 200
scaleMinY       = 200
scaleMaxY       = 200
scaleMinZ       = 200
scaleMaxZ       = 200

; Move projectile forward on initial firing
avoidPlayerPenetration = 0
attachToWeaponLimb = -1

; maximum angle of inaccuracy in degrees when projectile fired
accuracyX       = 1
accuracyY       = 1

; time in milliseconds before projectile destroyed
life            = 5000
; maximum distance before projectile destroyed
range           = 10000

; minimum speed in units/second of projectile when fired
speedMin        = 450
; maximum speed in units/second of projectile when fired
speedMax        = 550

damage          = 400
; final damage value is +/- this value
damageRandom    = 100
; distance to travel before damage decreases, tending to 0 when as projectile approaches 'range'
fullDamageRange = 0
; radius of damage effect if explosive
damageRadius    = 0

; time in milliseconds for the projectile to thrust forwards
thrustTime           = 2000  
; time in milliseconds before thrusting begins
thrustDelay          = 0     

; minimum and maximum angular speed values for projectile in degrees/second
; Does not affect direction of travel (rotating grenades, spinning rockets)
speedAngMinX         = 0
speedAngMaxX         = 0
speedAngMinY         = 0
speedAngMaxY         = 0
speedAngMinZ         = -90
speedAngMaxZ         = 90
; minimum and maximum angular speed values for projectile to turn
speedTurnMinX        = -1
speedTurnMaxX        = 1
speedTurnMinY        = -1
speedTurnMaxY        = 1
speedTurnMinZ        = -360
speedTurnMaxZ        = 360

; whether projectile uses real physics
usingRealPhysics       = 0	
; effect of gravity of projectile
gravityModifier        = 0
; effect of wind resistance on projectile
airFrictionModifier    = 0
; effect of making contact with the ground 
groundFrictionModifier = 0
; power of thrust (acceleration/second as proportion of initial speed)
thrustModifier         = 0.2
 
; If 1, object can bounce and continue to move when it hits things (grenades)
bounceFlag             = 0
; Elasticity of projectile bounce (0..1)
bounceModifier         = 0
 
; sound the projectile makes while alive (e.g. beeping C4, or whizzing rocket sound) Reference to .wav or .ogg file
sound                  = fireballfly.wav
; If 1, sound is looped, otherwise played at 'soundInterval'
soundLoopFlag          = 1
; If 1, calculate doppler effect and modify sound frequency accordingly (passing rocket effect)
soundDopplerFlag       = 1
; The normal frequency for the sound. Doppler will adjust this frequency from -50% to +100% (22000 recommended)
soundDopplerBaseSpeed  = 22050
; How often, in milliseconds to trigger sound
soundInterval          = 0
; The sound on death
soundDeath             = fireballexplode.wav


; result (0 - Nothing, 1 - Damage hit object, 2 - Create explosion)
; what happens when projectile reaches the end of it's life
resultEndOfLife      = 2
; what happens if the projectile is damaged (shot, or in an explosion)
resultIfDamaged      = 0
; how long before resultIfDamaged is triggered after the damage occurs
resultIfDamagedDelay = 0
; trigger a result constantly at a set interval (special weapons)
resultOnInterval     = 0
; time in milliseconds between triggers of resultOnInterval
resultOnIntervalTime = 0
; what happens if the object hits something
resultBounce         = 2

; type of particle this projectile makes (0 - None, 1 - Smoke, 2 - Flare, 3 - Fire)
particleType         = 3

; optional spot lighting override
overridespotlighting = 1
