AddEffect = MOPixel PresetName = Bullet Laser Rifle Mass = 0.0013 GlobalAccScalar = 0 RestThreshold = -500 LifeTime = 65 //500 Sharpness = 512 //326 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 255 G = 255 B = 255 Atom = Atom Material = Material CopyOf = Wet Concrete TrailColor = Color R = 255 G = 255 B = 255 TrailLength = 10000000 AddAmmo = Round PresetName = Round Laser Rifle ParticleCount = 1 Particle = MOPixel CopyOf = Bullet Laser Rifle Shell = None FireVelocity = 300 ShellVelocity = 0 Separation = 0 AddAmmo = Magazine PresetName = Magazine Laser Rifle Mass = 1 // kg HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -2 Y = -2 ParentOffset = Vector X = -6 Y = 0 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 1 DeepCheck = 0 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 0 RoundCount = 200 RTTRatio = 0 RegularRound = Round CopyOf = Round Laser Rifle TracerRound = None AddDevice = HDFirearm PresetName = Flux Rifle AddToGroup = Weapons Description = Corpus beam rifle. Lethal and efficient, but extremely short range. Mass = 10 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Warframe.rte/Devices/Sprites/Flux.bmp FrameCount = 1 SpriteOffset = Vector X = -17 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 95 //45 Buyable = 1 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 70 JointStiffness = 0.5 JointOffset = Vector X = -12 Y = 2 DrawAfterParent = 0 StanceOffset = Vector X = 3 Y = 5 SharpStanceOffset = Vector X = 6 Y = 1 SupportOffset = Vector X = -2 Y = 1 SharpLength = 300 Magazine = Magazine CopyOf = Magazine Laser Rifle Flash = None FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/Rifles/LaserRifle.wav LoopSetting = -1 EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 5000 //1000 ReloadTime = 2000 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 0 SharpShakeRange = 0 NoSupportFactor = 0 ParticleSpreadRange = 0 ShellSpreadRange = 0 ShellAngVelRange = 0 MuzzleOffset = Vector X = 17 Y = 0 EjectionOffset = Vector X = -8 Y = -4 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 14 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 12 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 8 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small L Count = 1 Offset = Vector X = 5 Y = 0 GibWoundLimit = 13 //4