myspace / Lua /InventoryItemCompositeDef /BrowningM2HMG.generated.lua
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-- ========== GENERATED BY InventoryItemCompositeDef Editor (Ctrl-Alt-Y) DO NOT EDIT MANUALLY! ==========
UndefineClass('BrowningM2HMG')
DefineClass.BrowningM2HMG = {
__parents = { "MachineGun" },
__generated_by_class = "InventoryItemCompositeDef",
object_class = "MachineGun",
ScrapParts = 20,
Reliability = 80,
Icon = "UI/Icons/Weapons/M2Browning",
DisplayName = T(178371122439, --[[InventoryItemCompositeDef BrowningM2HMG DisplayName]] "M2 Browning"),
DisplayNamePlural = T(472976044430, --[[InventoryItemCompositeDef BrowningM2HMG DisplayNamePlural]] "M2 Brownings"),
Description = T(706172423918, --[[InventoryItemCompositeDef BrowningM2HMG Description]] "When you're a dime short of buying some tank ordnance but you won't make a compromise with power."),
AdditionalHint = T(608086437081, --[[InventoryItemCompositeDef BrowningM2HMG AdditionalHint]] "<bullet_point> Stationary weapon\n<bullet_point> Very high damage\n<bullet_point> Very noisy"),
LargeItem = 1,
Cumbersome = 1,
UnitStat = "Marksmanship",
Valuable = 1,
Cost = 4200,
Tier = 3,
CategoryPair = "MachineGuns",
Caliber = "50BMG",
Damage = 30,
MagazineSize = 100,
PenetrationClass = 3,
WeaponRange = 30,
OverwatchAngle = 3600,
Noise = 30,
HandSlot = "TwoHanded",
Entity = "Weapon_M2Browning",
ComponentSlots = {},
HolsterSlot = "Shoulder",
PreparedAttackType = "Machine Gun",
AvailableAttacks = {
"MGBurstFire",
},
ShootAP = 4000,
ReloadAP = 6000,
}