The base-level marauder tank weapon deals no damage to allies or neutrals. Only the salvaged weapons affect allies, neutrals, and enemies, as shown here:
CODE
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Weapon MarauderTankGun
PrimaryDamage = 60.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 170.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 300 ; dist/sec
WeaponRecoil = 5
ProjectileObject = MarauderTankShell
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = MarauderTankWeapon
RadiusDamageAffects = ENEMIES
DelayBetweenShots = 2000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES WALLS
End
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Weapon MarauderTankGunUpgradeOne
PrimaryDamage = 60.0
PrimaryDamageRadius = 5.0
AttackRange = 170.0
ScatterRadiusVsInfantry = 10.0;When this weapon is used against infantry, it can randomly miss by as much as this distance.
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 400 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
ProjectileObject = MarauderTankShell
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = MarauderTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES WALLS
End
Weapon MarauderTankGun
PrimaryDamage = 60.0
PrimaryDamageRadius = 5.0
ScatterRadiusVsInfantry = 10.0;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 170.0
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 300 ; dist/sec
WeaponRecoil = 5
ProjectileObject = MarauderTankShell
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = MarauderTankWeapon
RadiusDamageAffects = ENEMIES
DelayBetweenShots = 2000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES WALLS
End
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Weapon MarauderTankGunUpgradeOne
PrimaryDamage = 60.0
PrimaryDamageRadius = 5.0
AttackRange = 170.0
ScatterRadiusVsInfantry = 10.0;When this weapon is used against infantry, it can randomly miss by as much as this distance.
MinTargetPitch = -15 ; we may not target anything outside of this pitch range
MaxTargetPitch = 15 ; ditto
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 400 ; dist/sec
WeaponRecoil = 5 ; angle to deflect the model when firing
ProjectileObject = MarauderTankShell
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation
FireSound = MarauderTankWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 1500 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
ProjectileCollidesWith = STRUCTURES WALLS
End