AddEffect = AEmitter PresetName = Prismatic Beam Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/null.bmp FrameCount = 1 SpriteOffset = Vector X = -1 Y = -1 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Indigo Laser Blast Dig Spread = 0.0 MaxVelocity = 205 MinVelocity = 205 BurstSize = 14 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Violet Laser Dig 2 Spread = 0.0 MaxVelocity = 204 MinVelocity = 204 BurstSize = 3 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Violet Laser Blast Dig Spread = 0.0 MaxVelocity = 204 MinVelocity = 204 BurstSize = 3 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Blue Laser Dig 2 Spread = 0.0 MaxVelocity = 203 MinVelocity = 203 BurstSize = 3 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Green Laser Blast Kill Spread = 0.0 MaxVelocity = 202 MinVelocity = 202 BurstSize = 2 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Yellow Laser Blast Dig Spread = 0.0 MaxVelocity = 201 MinVelocity = 201 BurstSize = 3 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Orange Laser Dig 2 Spread = 0.12 MaxVelocity = 200 MinVelocity = 200 BurstSize = 4 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Red Laser Dig 2 Spread = 0.0 MaxVelocity = 199 MinVelocity = 199 BurstSize = 1 // EmissionSound = Sound // AddSample = ContentFile // FilePath = LASER Commander.rte/Sounds/Red Laser.wav // LoopSetting = -1 // Means loop infinitely until stopped // BurstSound = Sound // AddSample = ContentFile // FilePath = LASER Commander.rte/Sounds/Red Laser.wav EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 700 // Match with RPM BurstSize = 1 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 10 EmissionDamage = 1 // Flash = Attachable // CopyOf = Muzzle Flash Pistol // FlashOnlyOnBurst = 0 AddAmmo = Round PresetName = Round Prismatic Laser ParticleCount = 1 Particle = AEmitter CopyOf = Prismatic Beam Shell = none FireVelocity = 1 ShellVelocity = 0 Separation = 0 AddAmmo = Magazine PresetName = Magazine Prismatic Laser Mass = 5 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -3 DrawAfterParent = 1 RoundCount = 40 RTTRatio = 1 RegularRound = Round CopyOf = Round Prismatic Laser TracerRound = None AddDevice = HDFirearm PresetName = Prismatic Laser AddToGroup = Weapons Description = A Prismatic laser firing all the colors at once. Mass = 10 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = LASER Commander.rte/Sprites/Laser Weapon.bmp ScriptPath = LASER Commander.rte/Scripts/Red Laser.lua FrameCount = 1 SpriteOffset = Vector X = -12 Y = -4 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 300 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -3 Y = 1 DrawAfterParent = 0 StanceOffset = Vector X = 6 Y = 5 SharpStanceOffset = Vector X = 8 Y = 0 SupportOffset = Vector X = 0 Y = 2 SharpLength = 250 Magazine = Magazine CopyOf = Magazine Prismatic Laser Flash = Attachable CopyOf = Red Laser Muzzle Flash FireSound = Sound AddSample = ContentFile FilePath = LASER Commander.rte/Sounds/Red Laser.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 700 ReloadTime = 1500 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 0 SharpShakeRange = 0 NoSupportFactor = 0 ParticleSpreadRange = 0 ShellSpreadRange = 0 ShellAngVelRange = 0 MuzzleOffset = Vector X = 10 Y = -1 EjectionOffset = Vector X = 1 Y = -1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small I Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1