1 |
Individually for units (like invisibility, fire modes, etc).
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1 |
Individually for units (like invisibility, fire modes, etc).
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2 |
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2 |
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3 |
1) full range (even if target is closer, so shot through) - default damage and reload time;
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3 |
1) full range (even if target is closer, so shot through) - default damage and reload time;
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4 |
2) full range (even if target is closer, so shot through) - smaller damage and less reload time;
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4 |
2) full range (even if target is closer, so shot through) - smaller damage and less reload time;
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5 |
3) only necessary range (no shot through) - bigger damage and same reload time;
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5 |
3) only necessary range (no shot through) - bigger damage and same reload time;
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6 |
4) only necessary range (no shot through) - default damage and less reload time.
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6 |
4) only necessary range (no shot through) - default damage and less reload time.
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7 |
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7 |
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8 |
First switcher is for range (full or necessary).
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8 |
First switcher is for range (full or necessary).
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9 |
Second slider - to choose between power and frequency. Or a switcher for power, may be between 1, 25, 50, 75, 100 percents, so frequency will be auto-adjusted.
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9 |
Second slider - to choose between power and frequency. Or a switcher for power, may be between 1, 25, 50, 75, 100 percents, so frequency will be auto-adjusted.
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