Add Tree armor type and remove tree-only warheads
This simplifies #12467. Using a tree-exclusive amor type is far more efficient than adding more warheads, which cost performance due to their huge Spread This also restores the 100% efficiency vs. trees for some of the incendiary nuke warheads (which have reduced efficiency vs. Wood since #13643). Note: Atomic had two tree-only warheads with a Delay of 15, I believe the first one to be a copy-paste error and moved the damage to the regular SpreadDamage with a Delay of 10.
This commit is contained in:
committed by
Matthias Mailänder
parent
109ea4fe5b
commit
f132bac80d
@@ -898,7 +898,7 @@
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Health:
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Health:
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HP: 50000
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HP: 50000
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Armor:
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Armor:
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Type: Wood
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Type: Tree
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Targetable:
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Targetable:
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TargetTypes: Trees
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TargetTypes: Trees
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WithDamageOverlay@SmallBurn:
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WithDamageOverlay@SmallBurn:
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@@ -232,8 +232,9 @@ CrateNuke:
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Damage: 6000
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Damage: 6000
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Falloff: 1000, 600, 400, 250, 150, 100, 0
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Falloff: 1000, 600, 400, 250, 150, 100, 0
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Delay: 5
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Delay: 5
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ValidTargets: GroundActor, WaterActor, AirborneActor
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ValidTargets: GroundActor, Trees, WaterActor, AirborneActor
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Versus:
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Versus:
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Tree: 200
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Concrete: 25
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Concrete: 25
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AffectsParent: true
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AffectsParent: true
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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@@ -249,13 +250,6 @@ CrateNuke:
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ValidTargets: Ground, Infantry
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ValidTargets: Ground, Infantry
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Size: 4
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Size: 4
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Delay: 5
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Delay: 5
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Warhead@TREEKILL: SpreadDamage
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Spread: 1c0
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Damage: 12000
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Falloff: 1000, 600, 400, 250, 150, 100, 0
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Delay: 5
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ValidTargets: Trees
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DamageTypes: Incendiary
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MiniNuke:
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MiniNuke:
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ValidTargets: Ground, GroundActor, Trees, Water, WaterActor, Underwater, Air, AirborneActor
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ValidTargets: Ground, GroundActor, Trees, Water, WaterActor, Underwater, Air, AirborneActor
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@@ -298,19 +292,13 @@ MiniNuke:
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Damage: 6000
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Damage: 6000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 10
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Delay: 10
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ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor
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ValidTargets: GroundActor, Trees, WaterActor, Underwater, AirborneActor
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Versus:
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Versus:
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Wood: 50
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Wood: 50
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Tree: 200
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Concrete: 25
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Concrete: 25
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AffectsParent: true
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AffectsParent: true
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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Warhead@8Dam_areanuke2: SpreadDamage
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Spread: 3c0
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Damage: 12000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 10
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ValidTargets: Trees
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DamageTypes: Incendiary
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Warhead@9Res_areanuke2: DestroyResource
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Warhead@9Res_areanuke2: DestroyResource
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Size: 3
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Size: 3
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Delay: 10
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Delay: 10
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@@ -319,18 +307,12 @@ MiniNuke:
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Damage: 6000
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Damage: 6000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 15
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Delay: 15
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ValidTargets: GroundActor, WaterActor, Underwater
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ValidTargets: GroundActor, Trees, WaterActor, Underwater
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Versus:
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Versus:
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Tree: 300
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Concrete: 25
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Concrete: 25
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AffectsParent: true
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AffectsParent: true
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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Warhead@11Dam_areanuke3: SpreadDamage
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Spread: 4c0
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Damage: 18000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 15
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ValidTargets: Trees
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DamageTypes: Incendiary
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Warhead@12Res_areanuke3: DestroyResource
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Warhead@12Res_areanuke3: DestroyResource
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Size: 4
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Size: 4
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Delay: 15
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Delay: 15
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@@ -333,6 +333,7 @@ SCUD:
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Versus:
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Versus:
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None: 90
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None: 90
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Wood: 75
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Wood: 75
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Tree: 75
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Light: 70
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Light: 70
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Heavy: 40
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Heavy: 40
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Concrete: 100
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Concrete: 100
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@@ -9,6 +9,7 @@
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Versus:
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Versus:
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None: 90
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None: 90
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Wood: 50
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Wood: 50
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Tree: 50
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Light: 60
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Light: 60
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Heavy: 25
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Heavy: 25
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Concrete: 20
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Concrete: 20
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@@ -50,6 +51,7 @@ Flamer:
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Versus:
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Versus:
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None: 70
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None: 70
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Wood: 80
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Wood: 80
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Tree: 80
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Light: 40
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Light: 40
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Heavy: 20
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Heavy: 20
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Concrete: 10
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Concrete: 10
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@@ -80,18 +80,12 @@ Atomic:
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Damage: 6000
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Damage: 6000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 10
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Delay: 10
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ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor
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ValidTargets: GroundActor, Trees, WaterActor, Underwater, AirborneActor
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Versus:
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Versus:
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Wood: 50
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Wood: 50
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Tree: 200
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Concrete: 25
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Concrete: 25
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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Warhead@10Dam_areanuke2: SpreadDamage
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Spread: 3c0
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Damage: 12000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 15
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ValidTargets: Trees
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DamageTypes: Incendiary
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Warhead@11Res_areanuke2: DestroyResource
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Warhead@11Res_areanuke2: DestroyResource
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Size: 3
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Size: 3
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Delay: 10
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Delay: 10
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@@ -105,17 +99,11 @@ Atomic:
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Damage: 6000
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Damage: 6000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 15
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Delay: 15
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ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor
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ValidTargets: GroundActor, Trees, WaterActor, Underwater, AirborneActor
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Versus:
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Versus:
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Tree: 200
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Concrete: 25
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Concrete: 25
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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Warhead@14Dam_areanuke3: SpreadDamage
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Spread: 4c0
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Damage: 12000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 15
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ValidTargets: Trees
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DamageTypes: Incendiary
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Warhead@15Res_areanuke3: DestroyResource
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Warhead@15Res_areanuke3: DestroyResource
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Size: 4
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Size: 4
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Delay: 15
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Delay: 15
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@@ -129,17 +117,11 @@ Atomic:
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Damage: 6000
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Damage: 6000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 20
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Delay: 20
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ValidTargets: GroundActor, WaterActor, Underwater, AirborneActor
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ValidTargets: GroundActor, Trees, WaterActor, Underwater, AirborneActor
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Versus:
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Versus:
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Tree: 200
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Concrete: 25
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Concrete: 25
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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DamageTypes: Prone50Percent, TriggerProne, FireDeath, Incendiary
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Warhead@18Dam_areanuke4: SpreadDamage
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Spread: 5c0
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Damage: 12000
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Falloff: 1000, 368, 135, 50, 18, 7, 0
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Delay: 20
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ValidTargets: Trees
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DamageTypes: Incendiary
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Warhead@19Res_areanuke4: DestroyResource
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Warhead@19Res_areanuke4: DestroyResource
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Size: 5
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Size: 5
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Delay: 20
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Delay: 20
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