;
;	projectile descriptions text file
;

projectile arrow

damage		0
radius		0.1
min_angle	-60
max_angle	70
velocity	50
display		particle_trail
triangle
texture		data/textures/arrow_test.tga
tail		0.3
length		2.5
tail_tex0	0 0.0 
tail_tex1	0 0.25 
head_tex	1 0.125
end

projectile arrow_fiery

flaming		arrow
damage		0
radius		0.1
fiery
min_angle	-60
max_angle	70
velocity	50
display		particle_trail
triangle	
texture		data/textures/arrow_test.tga
tail		0.3
length		2.5
; First frame is STUCK frame
; Then initial section played
; Then segues into looped section (random position)
; Then 'loop' specifies where the anim loops back to
tail_tex0	1 0.125 
tail_tex1	1 0.375 
head_tex	0 0.25
tail_tex0	0 0.75 
tail_tex1	0 1 
head_tex	1 0.875
tail_tex0	1 0.875 
tail_tex1	1 1.125
head_tex	0 1
loop
tail_tex0	0 0.25 
tail_tex1	0 0.5 
head_tex	1 0.375
tail_tex0	1 0.375 
tail_tex1	1 0.625
head_tex	0 0.5
tail_tex0	0 0.5 
tail_tex1	0 0.75 
head_tex	1 0.625
tail_tex0	1 0.625 
tail_tex1	1 0.875 
head_tex	0 0.75
end

projectile head

damage		0
radius		0.1
min_angle	-60
max_angle	70
velocity	25
display		
model		data/models_missile/missile_head_high.CAS,  40.0
model		data/models_missile/missile_head_med.CAS,  80.0
model		data/models_missile/missile_head_low.CAS,  max

projectile boulder

damage			40
radius			0.3
mass			0.1
area			1.0
min_angle		0
max_angle		70
velocity		60
;bounce			0.5 0.6 0.5 0.4
ground_shatter
display			aimed particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model			data/models_missile/onager_rock.cas
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model			data/models_missile/onager_rock.CAS,  max
;model			data/models_missile/Big_Boulder_high.CAS, 40.0
;model			data/models_missile/Big_Boulder_med.CAS,  80.0
;model			data/models_missile/Big_Boulder_low.CAS,  max

projectile fiery_boulder

flaming			boulder
damage			40
radius			0.3
mass			0.1
area			1.0
fiery					; uncomment this to make all boulders fiery
min_angle		0
max_angle		70
velocity		60
;bounce			0.5 0.6 0.5 0.4
ground_shatter
display			aimed particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model			data/models_missile/onager_missile.cas
; Stuck model not used at the mo, shatter effect is better, but adding some shatter debris for ground impact would be good?
;stuck
;model			data/models_missile/onager_rock.CAS,  max
;model			data/models_missile/Big_Boulder_high.CAS, 40.0
;model			data/models_missile/Big_Boulder_med.CAS,  80.0
;model			data/models_missile/Big_Boulder_low.CAS,  max

projectile tarred_rock

damage		5
radius		0.3
fiery
min_angle	0
max_angle	70
velocity	60
display		particle_trail shatter_dust shatter_debris vanish_debris invert_model_z
model		data/models_missile/onager_rock.CAS,  max

projectile stone

effect		small_arrow_trail_set
damage		0
radius		0.1
mass		0.05
min_angle	-60
max_angle	70
velocity	60
display 
model		data/models_missile/sling_stone.cas, max

projectile bolt

damage		3
radius		0
min_angle	-60
max_angle	70
velocity	60
display		aimed particle_trail invert_model_z
model		data/models_missile/Bolt_high.CAS,  40.0
model		data/models_missile/Bolt_med.CAS,  80.0
model		data/models_missile/Bolt_low.CAS,  max

projectile bullet

damage		0
radius		0
min_angle	-60
max_angle	70
velocity	60
display 
model		data/models_missile/sling_stone.cas, max

projectile javelin

damage		0
radius		0
min_angle	-60
max_angle	70
velocity	30
display		aimed invert_model_z 
model		data/models_missile/weapon_javelin_high.cas, 40
model		data/models_missile/weapon_javelin_low.cas,  max


projectile pilum

damage		0
radius		0
min_angle	-60
max_angle	70
velocity	25
display		aimed 
model		data/models_missile/weapon_pilum_high.cas, 40
model		data/models_missile/weapon_pilum_low.cas,  max

projectile dart

damage		0
radius		0
min_angle	-60
max_angle	70
velocity	60
display 
triangle
texture		data/textures/arrow_test.tga
tail		0.2
length		0.5
tail_tex0	0 0 
tail_tex1	0 0 
head_tex	0 0 
end

projectile axe

damage		0
radius		0
min_angle	-60
max_angle	70
velocity	60
display 
triangle
texture		data/textures/arrow_test.tga
tail		0.2
length		0.5
tail_tex0	0 0 
tail_tex1	0 0 
head_tex	0 0 
end

projectile ballista

effect	    large_arrow_trail_set
damage		1
radius		0
min_angle	-60
max_angle	70
velocity	60
;bounce		0.5 0.6 0.5 0.4
display		aimed particle_trail invert_model_z
model		data/models_missile/missile_ballista_bolt_high.CAS,  40.0
model		data/models_missile/missile_ballista_bolt_med.CAS,  80.0
model		data/models_missile/missile_ballista_bolt_low.CAS,  max

projectile flaming_ballista

flaming		ballista
effect	    fiery_arrow_trail_set
damage		1
radius		0
fiery
min_angle	-60
max_angle	70
velocity	60
;bounce		0.5 0.6 0.5 0.4
display		aimed particle_trail invert_model_z
model		data/models_missile/missile_ballista_bolt_high.CAS,  40.0
model		data/models_missile/missile_ballista_bolt_med.CAS,  80.0
model		data/models_missile/missile_ballista_bolt_low.CAS,  max

projectile scorpion

effect	    large_arrow_trail_set
damage		1
radius		0
min_angle	-60
max_angle	70
velocity	60
display		aimed particle_trail
model		data/models_missile/missile_scorpion_bolt_high.CAS,  40.0
model		data/models_missile/missile_scorpion_bolt_med.CAS,  80.0
model		data/models_missile/missile_scorpion_bolt_low.CAS,  max

projectile flaming_scorpion

flaming		scorpion
effect	    fiery_arrow_trail_set
damage		1
radius		0
fiery
min_angle	-60
max_angle	70
velocity	60
display		aimed particle_trail
model		data/models_missile/missile_scorpion_bolt_high.CAS,  40.0
model		data/models_missile/missile_scorpion_bolt_med.CAS,  80.0
model		data/models_missile/missile_scorpion_bolt_low.CAS,  max