Code:
AddEffect = MOPixel
   PresetName = TEST Bullet Gatling Gun
   Mass = 0.062
   AirResistance = 0.02
   AirThreshold = 95
   LifeTime = 780
   Sharpness = 20
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 180
      G = 178
      B = 158
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 210
         G = 198
         B = 178
      TrailLength = 40
AddEffect = MOPixel
   CopyOf = TEST Bullet Gatling Gun
   PresetName = TEST Tracer Gatling Gun
   Mass = 0.068
   LifeTime = 1200
   Sharpness = 30
   Color = Color
      R = 245
      G = 206
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 255
         G = 226
         B = 0
      TrailLength = 50
AddAmmo = Round
   PresetName = TEST Round Gatling Gun
   ParticleCount = 1
   Particle = MOPixel
      CopyOf = TEST Bullet Gatling Gun
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 120
   ShellVelocity = 9
   Separation = 0
AddAmmo = Round
   PresetName = TEST Tracer Gatling Gun
   ParticleCount = 2
   Particle = MOPixel
      CopyOf = TEST Tracer Gatling Gun
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 121
   ShellVelocity = 8
   Separation = 0
AddAmmo = Magazine
   PresetName = TEST Magazine Gatling Gun
   Mass = 8
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Testing.rte/null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -7
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 1
   DeepCheck = 0
   JointStrength = 200
   JointStiffness = 1
   JointOffset = Vector
      X = 0
      Y = 0
   ParentOffset = Vector
      X = -12
      Y = 0
   DrawAfterParent = 0
   RoundCount = 100
   RTTRatio = 6
   RegularRound = Round
      CopyOf = TEST Round Gatling Gun
   TracerRound = Round
      CopyOf = TEST Tracer Gatling Gun
AddDevice = HDFirearm
   PresetName = TEST Gatling Gun
   Description = Coalition's feared heavy weapon that features a large magazine and amazing firepower.  Reloading is not an issue because there is enough ammo to kill everyone even remotely close.
   AddToGroup = Weapons
   AddToGroup = Primary Weapons
   AddToGroup = Heavy Weapons
   Mass = 32
   HitsMOs = 0
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Testing.rte/Devices/Weapons/Minigun.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -17
      Y = -5
   SpriteAnimMode = 4
   SpriteAnimDuration = 500
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   GoldValue = 110
   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 = 0
   JointStrength = 100
   JointStiffness = 0.5
   JointOffset = Vector
      X = -7
      Y = 3
   DrawAfterParent = 0
   StanceOffset = Vector
      X = 3
      Y = 8
   SharpStanceOffset = Vector
      X = 2
      Y = 6
   SupportOffset = Vector
      X = -1
      Y = -4
   SharpLength = 200
   Magazine = Magazine
      CopyOf = TEST Magazine Gatling Gun
   Flash = Attachable
      CopyOf = Muzzle Flash Pistol
   FireSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Sounds/Taka.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 = 1300
//////// Spin up & Spin down variables
   ActivationDelay = 1000
   DeactivationDelay = 1000
//////// Spinning Sound
   ActiveSound = Sound
      AddSample = ContentFile
         FilePath = Coalition.rte/Effects/Sounds/SpinSound.wav     // Maybe you can control the pitch relative to the firing speed?
      LoopSetting = -1
   ReloadTime = 3200
   FullAuto = 1
   FireIgnoresThis = 1
   ShakeRange = 5
   SharpShakeRange = 4
   NoSupportFactor = 1
   ParticleSpreadRange = 0
   ShellSpreadRange = 8
   ShellAngVelRange = 2
   MuzzleOffset = Vector
      X = 14
      Y = 0
   EjectionOffset = Vector
      X = -10
      Y = -3
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 8
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 10
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Drop Oil
      Count = 8
      Spread = 2.25
      MaxVelocity = 10
      MinVelocity = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Rust Micro A
      Count = 18
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Gib Metal Grey Micro A
      Count = 16
      Spread = 2.25
      MaxVelocity = 15
      MinVelocity = 5
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small J
      Count = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Gib Device Small H
      Count = 1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Coalition Weapons Gib I
      Count = 1
      Offset = Vector
         X = -2
         Y = -1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Coalition Weapons Gib J
      Count = 1
      Offset = Vector
         X = -3
         Y = -1
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Coalition Weapons Gib G
      Count = 1
      Offset = Vector
         X = 5
         Y = 0
   GibWoundLimit = 10