j reussi enf1 a trouver ce que tu cherchais
bon tu ouvre weap.twk et tucherche avec ctrl+F ca <XContainerResourceDetails id='kWeaponSheep'> apres tous ce quil ta en bas tu le recopie comme ci dessous
<Value href='kWeaponSheep-0'/>
<Name>kWeaponSheep</Name>
<Flags>81</Flags>
</XContainerResourceDetails>
<JumpingPayloadWeaponPropertiesContainer id='kWeaponSheep-0'>
<SmallJumpHorizontalSpeed>0.07</SmallJumpHorizonta
lSpeed>
<SmallJumpMinVerticalSpeed>0.06</SmallJumpMinVerti
calSpeed>
<SmallJumpMaxVerticalSpeed>0.08</SmallJumpMaxVerti
calSpeed>
<BigJumpHorizontalSpeed>0.1</BigJumpHorizontalSpee
d>
<BigJumpMinVerticalSpeed>0.17</BigJumpMinVerticalS
peed>
<BigJumpMaxVerticalSpeed>0.22</BigJumpMaxVerticalS
peed>
<MaxDrop>80</MaxDrop>
<ReturnProbability>0.04</ReturnProbability>
<MinTimeForSafeJump>100</MinTimeForSafeJump>
<IsAimedWeapon>true</IsAimedWeapon>
<IsPoweredWeapon>true</IsPoweredWeapon>
<IsTargetingWeapon>false</IsTargetingWeapon>
<IsControlledBomber>false</IsControlledBomber>
<IsBomberWeapon>false</IsBomberWeapon>
<IsDirectionalWeapon>true</IsDirectionalWeapon>
<IsHoming>false</IsHoming>
<IsLowGravity>false</IsLowGravity>
<IsLaunchedFromWorm>true</IsLaunchedFromWorm>
<HasAdjustableFuse>false</HasAdjustableFuse>
<HasAdjustableBounce>false</HasAdjustableBounce>
<HasAdjustableHerd>false</HasAdjustableHerd>
<IsAffectedByGravity>true</IsAffectedByGravity>
<IsAffectedByWind>false</IsAffectedByWind>
<EndTurnImmediate>true</EndTurnImmediate>
<ColliderFlags>128</ColliderFlags>
<CameraId>SheepChaseCamera</CameraId>
<PayloadGraphicsResourceID>Sheep</PayloadGraphicsR
esourceID>
<Payload2ndGraphicsResourceID></Payload2ndGraphics
ResourceID>
<Scale>1</Scale>
<Radius>8</Radius>
<AnimTravel></AnimTravel>
<AnimSmallJump>Run</AnimSmallJump>
<AnimBigJump>Jump</AnimBigJump>
<AnimArm></AnimArm>
<AnimSplashdown>Run2Sink</AnimSplashdown>
<AnimSink>Sink</AnimSink>
<AnimIntermediate></AnimIntermediate>
<AnimImpact></AnimImpact>
<DirectionBlend>0.2</DirectionBlend>
<FuseTimerGraphicOffset>7</FuseTimerGraphicOffset>
<FuseTimerScale>8</FuseTimerScale>
<BasePower>0.1</BasePower>
<MaxPower>1</MaxPower>
<MinTerminalVelocity>0</MinTerminalVelocity>
<MaxTerminalVelocity>0</MaxTerminalVelocity>
<LogicalLaunchZOffset>5</LogicalLaunchZOffset>
<LogicalLaunchYOffset>0</LogicalLaunchYOffset>
<OrientationOption>2</OrientationOption>
<SpinSpeed>0</SpinSpeed>
<InterPayloadDelay>0</InterPayloadDelay>
<MinAimAngle>-1.57</MinAimAngle>
<MaxAimAngle>1.57</MaxAimAngle>
<DetonatesOnLandImpact>false</DetonatesOnLandImpac
t>
<DetonatesOnExpiry>true</DetonatesOnExpiry>
<DetonatesOnObjectImpact>false</DetonatesOnObjectI
mpact>
<DetonatesOnWormImpact>false</DetonatesOnWormImpac
t>
<DetonatesAtRest>false</DetonatesAtRest>
<DetonatesOnFirePress>true</DetonatesOnFirePress>
<DetonatesWhenCantJump>false</DetonatesWhenCantJum
p>
<DetonateMultiEffect>1</DetonateMultiEffect>
<WormCollideResponse>0</WormCollideResponse>
<WormDamageMagnitude>75</WormDamageMagnitude>
<ImpulseMagnitude>0.32</ImpulseMagnitude>
<WormDamageRadius>100</WormDamageRadius>
<LandDamageRadius>80</LandDamageRadius>
<ImpulseRadius>130</ImpulseRadius>
<ImpulseOffset>-45</ImpulseOffset>
<Mass>0</Mass>
<WormImpactDamage>0</WormImpactDamage>
<MaxPowerUp>0</MaxPowerUp>
<TangentialMinBounceDamping>0</TangentialMinBounce
Damping>
<ParallelMinBounceDamping>0</ParallelMinBounceDamp
ing>
<TangentialMaxBounceDamping>0</TangentialMaxBounce
Damping>
<ParallelMaxBounceDamping>0</ParallelMaxBounceDamp
ing>
<SkimsOnWater>false</SkimsOnWater>
<MinSpeedForSkim>0</MinSpeedForSkim>
<MaxAngleForSkim>0</MaxAngleForSkim>
<SkimDamping x='0' y='0' z='0' />
<SinkDepth>8</SinkDepth>
<NumStrikeBombs>0</NumStrikeBombs>
<NumBomblets>0</NumBomblets>
<BombletMaxConeAngle>0</BombletMaxConeAngle>
<BombletMaxSpeed>0</BombletMaxSpeed>
<BombletMinSpeed>0</BombletMinSpeed>
<BombletWeaponName></BombletWeaponName>
<FxLocator>BubbleSpawn</FxLocator>
<ArielFx></ArielFx>
<DetonationFx>WXP_Explosion_Sheep</DetonationFx>
<DetonationSfx>ExplosionRegular</DetonationSfx>
<ExpiryFx></ExpiryFx>
<SplashFx>WXP_WaterSplash</SplashFx>
<SplishFx>WXP_WaterSmallSplash</SplishFx>
<SinkingFx>WXP_UnderWaterBubbles</SinkingFx>
<BounceFx>WXP_SheepBouncePoof</BounceFx>
<StopFxAtRest>true</StopFxAtRest>
<BounceSfx></BounceSfx>
<PreDetonationSfx></PreDetonationSfx>
<ArmSfx1Shot></ArmSfx1Shot>
<ArmSfxLoop></ArmSfxLoop>
<LaunchSfx>SheepBaa</LaunchSfx>
<LoopSfx></LoopSfx>
<BigJumpSfx>SheepBaa</BigJumpSfx>
<WalkSfx></WalkSfx>
<TrailBitmap></TrailBitmap>
<TrailLocator1></TrailLocator1>
<TrailLocator2></TrailLocator2>
<TrailLength>0</TrailLength>
<AttachedMesh></AttachedMesh>
<AttachedMeshScale>0</AttachedMeshScale>
<StartsArmed>true</StartsArmed>
<ArmOnImpact>false</ArmOnImpact>
<ArmingCourtesyTime>0</ArmingCourtesyTime>
<PreDetonationTime>0</PreDetonationTime>
<ArmingRadius>0</ArmingRadius>
<LifeTime>30000</LifeTime>
<IsFuseDisplayed>true</IsFuseDisplayed>
<DisplayName>Text.kWeaponSheep</DisplayName>
<WeaponGraphicsResourceID>Bazooka.Weapon</WeaponGr
aphicsResourceID>
<WeaponType>8</WeaponType>
<DefaultPreference>0</DefaultPreference>
<CurrentPreference>0</CurrentPreference>
<LaunchDelay>0</LaunchDelay>
<PostLaunchDelay>500</PostLaunchDelay>
<FirstPersonOffset x='0' y='1' z='-0.5' />
<FirstPersonScale x='0' y='0' z='0' />
<FirstPersonFiringParticleEffect></FirstPersonFiri
ngParticleEffect>
<HoldParticleFX></HoldParticleFX>
<DisplayInFirstPerson>false</DisplayInFirstPerson>
<CanBeFiredWhenWormMoving>true</CanBeFiredWhenWorm
Moving>
<RumbleLight>0</RumbleLight>
<RumbleHeavy>0</RumbleHeavy>
<CanBeUsedWhenTailNailed>false</CanBeUsedWhenTailN
ailed>
<RetreatTimeOverride>-1</RetreatTimeOverride>
<WXAnimDraw>DrawBazooka</WXAnimDraw>
<WXAnimAim>AimBazooka</WXAnimAim>
<WXAnimFire>FireBazooka</WXAnimFire>
<WXAnimHolding>HoldBazooka</WXAnimHolding>
<WXAnimEndFire></WXAnimEndFire>
<WXAnimTaunt>TauntBazooka</WXAnimTaunt>
<WXAnimTargetSelected></WXAnimTargetSelected>
</JumpingPayloadWeaponPropertiesContainer>
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