[GameObjectClass]
baseName = "ibaat_srv"
geometryName = "ibstow00.xsi"
classLabel = "turret"
collisionRadius = 10.0
scrapCost = 80
scrapValue = 35
maxHealth = 5000
maxAmmo = 10000 // 0 is *not* treated as infinite ammo!
unitName = "Anti-Air Tower"
unitIcon = "icon_ibgtow.tga"
aiName = "SupportProcess"
aiName2 = "SupportProcess"
heatSignature = 1.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1
explosionName = "xbldsmall_srv"
//caninteract = 1
//CategoryTypeOverride = 8
//CanBasepanelSelect = 1
//Isgrouped = 0
//Needgroup = 0
//needlimit = 0
//issingle = 1
//powercost = 0

armorClass = H

requireCount = 3
requireName1 = "ibcbun"
requireText1 = "Build Relay Bunk"
requireName2 = "ibarmo"
requireText2 = "Build Armory"
requireName3 = "ibtcen"
requireText3 = "Build Tech Center"

provideCount = 2
provideName1 = "ibstow"
provideName2 = "defender"

///// WEAPON ////////////////////

weaponMask = 00011
//weaponHard1 = "HP_ROCKET_3"
//recoilName1 = "turret_x_1"
//weaponName1 = "glrm"
//weaponAssault1 = 0
weaponHard1 = "HP_ROCKET_2"
recoilName1 = "turret_x_1"
weaponName1 = "gsidew_srv"
weaponAssault1 = 0
//weaponHard2 = "HP_ROCKET_1"
//recoilName2 = "turret_x_1"
//weaponName2 = "glrm"
//weaponAssault2 = 0

/////////////////////////////////

lightHard1 = "hp_light_1"
lightName1 = "spotwhite"

turretCount = 4
turretName1 = "turret_y_1"
turretName2 = "turret_x_1"
turretName3 = "hp_light_1"
turretName4 = "hp_eyepoint"

[BuildingClass]
soundAmbient = "igtow01.wav"

[CraftClass]
minweaponpitch = -0.5
rangeScan = 450
periodScan = 1.0
velocJam = 0.0
weaponPitch = 2.5
steerFactor = 0.5
engageRange = 300

attackTask = "AssaultTankAttack"
subAttackTask = "SupportSubAttack"
subAttackClass = "ANS"
// include air units as attack targets
// doesn't need to deploy to sub attack
// doesn't move towards unit in sub attack

[TurretCraftClass]
omegaTurret = 1.0
detectRange = 210

[Lod1]
geometryName = "ibstowL1.xsi" ;geometry for lod1
distance = 150                   ;bsphere under 200 pixel => switch to lod1
dontShiftLOD = 1
