package Attacks
using RTDB

q304_tank_turret_missiles : RainMissile
{
	userDataPath = "Attacks.q304_tank_turret_missiles";
	CName attackName = "RainMissile";
	projectileTemplateName = "rain_missile_delamain";
	explosionAttack = "Attacks.TwoStageMissileEffect";
	hitFlags = 
	[
		"FriendlyFire", "CanDamageSelf"
	];
	fk< StatModifier >[] statModifiers = 
	[
		"Attacks.q304_tank_turret_damage"
	];
	float p1DurationMin = 0.1f;
	float p1DurationMax = 0.1f;
	float p1PositionForwardOffsetMin = -0.1f;
	float p1PositionForwardOffsetMax = 0.1f;
	float p1PositionLateralOffset = 0.f;
	float p1PositionZOffset = 4.f;
	float p1StartVelocity = 5.f;
	float p1BendTimeRatio = 0.3f;
	float p1BendFactor = 0.3f;
	float p1AngleInHitPlaneMin = 0.f;
	float p1AngleInHitPlaneMax = 0.f;
	float p1AngleInVerticalPlane = 0.f;
	float p1SnapRadius = 0.2f;
	float p2StartVelocity = 90.f;
	float p2BendRation = 0f;
	float p2BendFactor = 0f;
	float p2AngleInHitPlaneMin = 0.f;
	float p2AngleInHitPlaneMax = 0.f;
	float p2AngleInVerticalPlane = 0f;
	float targetPositionOffset = 0.0f;
	float targetPositionXYAdditive = 0.0f;
	float playerPositionGrabTime = 0.0f;
	float finalTargetPositionCalculationDelay = -1.f;
	bool followTargetInPhase2 = true;
	float puppetBroadphaseHitRadiusSquared = 1.5f;
	float explosionRadius = 4.f;
}

q304_tank_turret_damage : RainMissileDamage
{
	statType = "BaseStats.ThermalDamage";
	modifierType = "Additive";
	refStat = "BaseStats.DPS";
	refObject = "Root";
	opSymbol = "*";
	value = 1.0f;
}

