//super hacky thing
type: missile
template: MissileUnitType
defaultController: FlyingAI
controller: FlyingAI
targetable: false
hittable: false
internal: true
hidden: true
physics: false
playerControllable: false
allowedInPayloads: false
useUnitCap: false
engineSize: -1
strafePenalty: 0
createWreck: false
createScorch: false
deathSound: none
deathExplosionEffect: {
type: ExplosionEffect
lifetime: 60
smokes: 24
smokeSize: 10
smokeColor: a14553
smokeRad: 40
sparks: 0
waveRad: 0
waveRadBase: 0
waveLife: 0
}
fallEngineEffect: none 
fallEffect: none
speed: 0
health: 99999
drawBody: false
drawSoftShadow: false
drawMinimap: false
lifetime: 360
rotateSpeed: 0
weapons: [
{
x: 0
y: 0
continuous: true
rotate: false
mirror: false
alternate: false
reload: 361
alwaysShooting: true
shootSound: teleportation
bullet: {
type: ContinuousBulletType
lifetime: 360
length: 0
damage: 0
collidesTiles: false
hitEffect: none
intervalBullets: 1
bulletInterval: 1
intervalBullet: {
speed: 0
damage: 0
lifetime: 1
sprite: sapphirium-none-bullet
collidesTiles: false
collides: false
hittable: false
absorbable: false
despawnEffect: {
type: ExplosionEffect
lifetime: 60
smokes: 24
smokeSize: 10
smokeColor: a14553
smokeRad: 40
sparks: 0
waveRad: 0
waveRadBase: 0
waveLife: 0
}
}
shootEffect: {
type: ExplosionEffect
lifetime: 60
smokes: 24
smokeSize: 10
smokeColor: a14553
smokeRad: 40
sparks: 0
waveRad: 0
waveRadBase: 0
waveLife: 0
}
}
}
{
x: 0
y: 0
reload: 350
shoot: {
firstShotDelay: 349
}
mirror: false
rotate: false
shootSound: none
alwaysShooting: true
bullet: {
spawnUnit: loss
}
}
]

