//----------------------------------------------------------------------------------------

//	SOME INFO ABOUT USE OF VFX AND PARTICLES IN BOLT TYPES

//	VFX Example:

//	VFX_muzzle "name" (this is a muzzle effect, that triggers from the end of the 'weapon'.

//	VFX_bolt "name" (this is the actual 'bolt')

//	VFX_hit "name" (this is the effect triggered upon impact.
//	For a ground impact effect, add the following flag:


//	vfx_spladoosh "name" (this is an extra effect that triggers when bolts pass through a water layer)

//	flags "	vfx_impact_only_on_floor" THIS MAKES THE VFX SPAWN FROM THE TERRAIN HEIGHT

//	debris_shoot = particles emitted from end of 'weapon', like a muzzle flash
//	debris_moving = particles trailing the fired bolt type
//	debris_hit = particles that trigger upon impact

//----------------------------------------------------------------------------------------

bolttype_start
	name "VioletChaseBolt"
	
	VFX_hit "Bolt_Violet_Imp"
	VFX_bolt "Bolt_Violet_Trail"
	VFX_muzzle "Bolt_Violet_Muzz"

	scene gsc "Levels\VFX\VFX_Bolts\VFX_Bolts.GSC"
	obj "BOLT_Def_Violet"	
	obj_alt ""	

	//BoltAbility "ExplosiveBolt" 
	BoltAbility "AllowImpactVFXOverride"

	speed 60
	duration 3
	gravity 0.0
	//radius 0.125
	radius 0.1
	scale 2.0
	scaletime 0.02
	glow_obj "none"
	shadow_obj "none"
	part_hit "none"
	damage 1
	deflected_bolttype "none"
	rand_angle 0
	sfx_shoot "Crt_OmniDroid_10_LaserFire"
	//sfx_hit "Wpn_BlasterRicco"
	//sfx_hit_gameobject "Wpn_BlasterRicco"
	flags "shoot_flash" "orientate_impact_deb" "orientate_muzzle_vfx"
	
	CanInteractWith "RangedSmashable"
	CanInteractWith "VioletChaseShootTargetable"
	
bolttype_end


bolttype_start
	name "ElastiCycleBolt"
	
	VFX_hit "Bolt_Elastibike_Imp"
	VFX_bolt "Bolt_ElastiCycle_Trail"
	VFX_muzzle "Bolt_Elastibike_Muzz"

	scene gsc "Levels\VFX\VFX_Bolts\VFX_Bolts.GSC"
	obj "BOLT_Def_ElastiBike_Ob1"	
	obj_alt ""	

	//BoltAbility "ExplosiveBolt" 
	//BoltAbility "AllowImpactVFXOverride"

	speed 60
	duration 3
	gravity 0.0
	//radius 0.125
	radius 0.1
	scale 2.0
	scaletime 0.02
	glow_obj "none"
	shadow_obj "none"
	part_hit "none"
	damage 1
	deflected_bolttype "none"
	rand_angle 0
	sfx_shoot "Crt_OmniDroid_10_LaserFire"
	//sfx_hit "Wpn_BlasterRicco"
	//sfx_hit_gameobject "Wpn_BlasterRicco"
	flags "shoot_flash" "orientate_impact_deb" "orientate_muzzle_vfx"
	
	CanInteractWith "RangedSmashable"
	CanInteractWith "VioletChaseShootTargetable"
	
bolttype_end

bolttype_start
	name "11AHelectricBolt"
	
	VFX_hit "VFX_11A_Heletric_BoltImp"
	VFX_bolt "VFX_11A_Heletric_BoltTrail"
	VFX_muzzle ""

	specials_scene "Levels\VFX\VFX_Story\VFX_11_A_ParrtyHouse\VFX_11_A_ParrtyHouse.GSC"
	obj "Helectric_Bolt1_Ob1A"	
	obj_alt ""	

	//BoltAbility "ExplosiveBolt" 
	//BoltAbility "AllowImpactVFXOverride"
	BoltAbility "RangedChargeImpactAbility" (Range = 0.5, Duration = 1.5, VfxDuration = 0.6, Rate = 3.5, Beam = "BEAM_Helectric_Electric")

	speed 5
	duration 3
	gravity 0.0
	//radius 0.125
	radius 0.1
	scale 2.0
	scaletime 0.02
	glow_obj "none"
	shadow_obj "none"
	part_hit "none"
	damage 1
	deflected_bolttype "none"
	rand_angle 0
	sfx_shoot "Crt_OmniDroid_10_LaserFire"
	//sfx_hit "Wpn_BlasterRicco"
	//sfx_hit_gameobject "Wpn_BlasterRicco"
	flags "shoot_flash" "orientate_impact_deb" "orientate_muzzle_vfx"
	
	CanInteractWith "RangedSmashable"
	CanInteractWith "VioletChaseShootTargetable"
	
bolttype_end


bolttype_start
	reference "DefaultBolt"
	name "Omnidroid10Bolt"

	speed 60

	CanInteractWith "RangedSmashable"

	//VFX_Muzzle "VFX_Lazer_Burst_01"
	
	//flags "orientate_muzzle_vfx"
	
	BoltAbility "Omnidroid10BoltAbility"
	BoltAbility "DeflectFromPsionicSphere"

	sfx_shoot "Crt_OmniDroid_10_LaserFire"
	sfx_hit "Ctr_Omnidroid_Laser_Hit"
	sfx_hit_gameobject "Wpn_BlasterRicco"

bolttype_end

bolttype_start
	name "SuperSoakerBolt"
	
	VFX_hit "vSplashdown_IMP"
	VFX_bolt ""
	VFX_muzzle ""
	
	sfx_hit "Crt_Raccoon_WaterBomb"

	scene gsc "Levels\VFX\VFX_Bolts\VFX_Bolts.GSC"
	obj "BOLT_Water_Glob_01"	
	obj_alt ""	

	speed 3
	duration 20
	gravity 0.0
	radius 0.2
	scale 2.0
	scaletime 0.02
	glow_obj "none"
	shadow_obj "none"
	part_hit "none"
	damage 1
	deflected_bolttype "none"
	rand_angle 0
	sfx_shoot ""
	flags "shoot_flash" "orientate_impact_deb" "orientate_muzzle_vfx" "shoot_along_barrel"
bolttype_end


