[GameObjectClass]
geometryName = "ibratow1.xsi"
geometryScale = 1.0
classLabel = "turret"
collisionRadius = 10.0
scrapCost = 65
scrapValue = 15
maxHealth = 6250
maxAmmo = 10000 // 0 is *not* treated as infinite ammo!
unitName = "Anti Air Twr"
aiName = "SupportProcess"
aiName2 = "SupportProcess"
heatSignature = 2.0
imageSignature = 1.0
radarSignature = 1.0
isAssault = 1

armorClass = H

requireCount = 1
requireName1 = "ibcbun"
requireText1 = "Build Relay Bunk"


provideCount = 1
provideName1 = "ibgtow"


weaponMask = 00011
weaponHard1 = "hp_cannon_1"
weaponName1 = "viper_las_c"
weaponAssault1 = 0
weaponHard2 = "hp_cannon_2"
weaponName2 = "viper_las_c"
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]
rangeScan = 400
periodScan = 2.0
velocJam = 0.0
weaponPitch = 1.5
steerFactor = 0.5
engageRange = 250

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 = 2.0
detectRange = 210

[Lod1]
geometryName = "ibgtowL1.xsi" ;geometry for lod1
distance = 150                   ;bsphere under 200 pixel => switch to lod1
dontShiftLOD = 1