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/Command and conquer Generals/Bataille Navale/INI/ -> arkansas.txt (source)

   1  ;--------------------------------------------------------------------------------------------------
   2  CommandButton Command_ConstructAmericanShipArkansasDDay
   3    Command       = UNIT_BUILD
   4    Object        = AmericanShipArkansasDDay
   5    TextLabel     = CONTROLBAR:ConstructAmericanShipArkansasDDay
   6    ButtonImage   = T44
   7    ButtonBorderType        = BUILD
   8    DescriptLabel           = CONTROLBAR:ToolTipBuildAmericanShipArkansasDDay
   9  End
  10  
  11  
  12  
  13  
  14  CommandButton Command_SelectArkansasPrimaryTurretABDDay
  15    Command           = OK_FOR_MULTI_SELECT
  16    Object            = ArkansasPrimaryTurretABDDay
  17    TextLabel         = CONTROLBAR:SelectArkansasPrimaryTurretABDDay
  18    ButtonImage       = ArkansasAB
  19    ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  20    DescriptLabel     = CONTROLBAR:ToolTipSelectArkansasPrimaryTurretABDDay
  21  End
  22  
  23  CommandButton Command_SelectArkansasPrimaryTurretCDDDay
  24    Command           = OK_FOR_MULTI_SELECT
  25    Object            = ArkansasPrimaryTurretCDDDay
  26    TextLabel         = CONTROLBAR:SelectArkansasPrimaryTurretCDDDay
  27    ButtonImage       = ArkansasPrimaryTurretCDDDay
  28    ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  29    DescriptLabel     = CONTROLBAR:ToolTipSelectArkansasPrimaryTurretCDDDay
  30  End
  31  
  32  CommandButton Command_SelectArkansasPrimaryTurretEFDDay
  33    Command           = OK_FOR_MULTI_SELECT
  34    Object            = ArkansasPrimaryTurretEFDDay
  35    TextLabel         = CONTROLBAR:SelectArkansasPrimaryTurretEFDDay
  36    ButtonImage       = ArkansasPrimaryTurretEFDDay
  37    ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  38    DescriptLabel     = CONTROLBAR:ToolTipSelectArkansasPrimaryTurretEFDDay
  39  End
  40  
  41  CommandButton Command_SelectArkansas
  42    Command           = 
  43    Object            = AmericanShipArkansasDDay
  44    TextLabel         = CONTROLBAR:SelectScharnhorstA
  45    ButtonImage       = ScharnhorstA
  46    ButtonBorderType  = ACTION ; Identifier for the User as to what kind of button this is
  47    DescriptLabel     = CONTROLBAR:ToolTipSelectScharnhorstTurretA
  48  End
  49  ;---------------------------------------------------------------------------------------------------------
  50  Weapon ArkansasDDay5Inch 
  51    PrimaryDamage           = 350.0
  52    PrimaryDamageRadius     = 5.0 
  53    ScatterRadiusVsInfantry = 60.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  54    ScatterRadius           = 60.0
  55    AttackRange             = 950.0
  56    MinimumAttackRange      = 75.0
  57    MinTargetPitch          = -45                         ; we may not target anything outside of this pitch range
  58    MaxTargetPitch          = 45                          ; ditto
  59    DamageType              = AURORA_BOMB
  60    DeathType               = NORMAL
  61    WeaponSpeed             = 300                           ; dist/sec 
  62    WeaponRecoil            = 15                            ; angle to deflect the model when firing
  63    ProjectileObject        = BattleMasterTankShell
  64    FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
  65    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  66    ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
  67    FireSound               = BattlemasterTankWeapon
  68    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  69    DelayBetweenShots       = 500               ; time between shots, msec
  70    ClipSize                = 2                    ; how many shots in a Clip (0 == infinite)
  71    ClipReloadTime          = 2000              ; how long to reload a Clip, msec
  72    AutoReloadsClip         = Yes            ;No longer reloads (fired from special power only)
  73  
  74    ; note, these only apply to units that aren't the explicit target 
  75    ; (ie, units that just happen to "get in the way"... projectiles
  76    ; always collide with the Designated Target, regardless of these flags
  77    ProjectileCollidesWith  = STRUCTURES ;WALLS 
  78  End
  79  Weapon ArkansasDDayGun
  80    PrimaryDamage           = 6315.0         
  81    PrimaryDamageRadius     = 20.0  
  82    AttackRange             = 1900.0
  83    MinimumAttackRange      = 100.0
  84    ScatterRadius           = 40.0
  85    ScatterRadiusVsInfantry = 40.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
  86    DamageType              = EXPLOSION
  87    DeathType               = EXPLODED
  88    WeaponSpeed             = 400.0          ; dist/sec (huge value == effectively instant)
  89    ProjectileObject        = BattleMasterTankShell
  90    FireFX                  = WeaponFX_GenericTankGunNoTracerSmall
  91    VeterancyFireFX         = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall
  92    ProjectileDetonationFX  = WeaponFX_GenericTankShellDetonation
  93    FireSound               = BattlemasterTankWeapon
  94    RadiusDamageAffects     = ALLIES ENEMIES NEUTRALS
  95    DelayBetweenShots       = 750         ; time between shots, msec
  96    ClipSize                = 3                    ; how many shots in a Clip (0 == infinite)
  97    ClipReloadTime          = 15000
  98    AutoReloadsClip         = Yes            ;No longer reloads (fired from special power only)
  99  End
 100  
 101  ;----------------------------------------------------------------------------------------
 102  CommandSet DDayCommandSet ;Change later to Scharnhorst special map!!
 103    ;1 = Command_BattleshipFire
 104    ;1 = Command_BattleshipFireViaSpecialPower
 105    3 = Command_SelectArkansasPrimaryTurretABDDay
 106    5 = Command_SelectArkansasPrimaryTurretCDDDay
 107    7 = Command_SelectArkansasPrimaryTurretEFDDay
 108    12 = Command_Stop
 109  End
 110  CommandSet BattleShipCommandSet ;Change later to Scharnhorst special map!!
 111    9  = Command_AttackMove
 112    11 = Command_Guard
 113    12 = Command_Stop
 114  END
 115  ;-----------------------------------------------------------------------------------------------
 116  ;-----------------------------------------------------------------------------------------------
 117  ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 118  ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 119  ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Blitzkrieg II-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 120  ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 121  ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 122  ; File: AmericanShipArkansas
 123  ; Last Updated by: Phoib
 124  ; On Build: 0313
 125  ; This "Ini" File is property of the Blitzkrieg II Mod Team.
 126  ; The File is granted to you with the sole purpose of using it for entertainment
 127  ; Unauthorized Reproduction of this file in anyway is prohibited without
 128  ; the EXCLUSIVE WRITEN PERMISSION FROM THE BLITZKRIEG 2 MOD TEAM.
 129  ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
 130  
 131  
 132  Object AmericanShipArkansasDDay
 133    SelectPortrait         = Arkansas
 134    ; *** ART Parameters ***
 135    Draw                   = W3DTankDraw ModuleTag_01
 136      OkToChangeModelColor = Yes
 137      InitialRecoilSpeed   = 120
 138      MaxRecoilDistance    = 8
 139      RecoilSettleSpeed    = 6
 140      ConditionState       = NONE
 141        Model              = Arkansas
 142        Turret             = 5InchA
 143  ;      TurretArtAngle     = 180  ; this turret has art pointed 180 degrees backward
 144        AltTurret          = 5InchB
 145        WeaponFireFXBone   = PRIMARY 5InchAB
 146        WeaponRecoilBone   = PRIMARY 5InchAB
 147  ;      WeaponMuzzleFlash  = PRIMARY MuzzleFXSB
 148        WeaponFireFXBone   = SECONDARY 5InchBB
 149        WeaponRecoilBone   = SECONDARY 5InchBB
 150  ;      WeaponMuzzleFlash  = SECONDARY MuzzleFXSD
 151  ;      WeaponFireFXBone   = TERTIARY Muzzle
 152  ;      WeaponRecoilBone   = TERTIARY FIREbone
 153  ;      WeaponMuzzleFlash  = TERTIARY MuzzleFX
 154  ;      HideSubObject      = MuzzleFXTD01 MuzzleFXTC01 MuzzleFXTB01 MuzzleFXTA01 MuzzleFXSC01 MuzzleFXSC02 MuzzleFXSA01 MuzzleFXSA02 MuzzleFXC01 MuzzleFXC02 MuzzleFXC03 MuzzleFXB01 MuzzleFXB02 MuzzleFXB03 MuzzleFXA01 MuzzleFXA02 MuzzleFXA03 TurretA TurretB TurretC 
 155        HideSubObject      = TURRETA TURRETAB01 TURRETAB02 TURRETB TURRETBB01 TURRETBB02 TURRETC TURRETCB01 TURRETCB02 TURRETD TURRETDB01 TURRETDB02 TURRETE TURRETEB01 TURRETEB02 TURRETF TURRETFB01 TURRETFB02 
 156       
 157      End
 158  ;    ConditionState       = DAMAGED
 159  ;      Model              = avbattlesh_D
 160  ;      Animation          = avbattlesh_D.avbattlesh_D
 161  ;      AnimationMode      = LOOP
 162  ;    End
 163  ;    ConditionState       = REALLYDAMAGED RUBBLE
 164  ;      Model              = avbattlesh_D1
 165  ;      Animation          = avbattlesh_D1.avbattlesh_D1
 166  ;      AnimationMode      = LOOP
 167  ;    End
 168    End
 169  
 170    ; ***DESIGN parameters ***
 171    DisplayName            = OBJECT:Arkansas
 172    Side                   = America
 173    EditorSorting          = VEHICLE
 174    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
 175    CommandSet             = ArkansasDDayCommandSet
 176    WeaponSet
 177      Conditions           = None 
 178      Weapon               = PRIMARY   ArkansasDDay5Inch 
 179      Weapon               = SECONDARY ArkansasDDay5Inch 
 180  
 181      AutoChooseSources    = PRIMARY    FROM_SCRIPT FROM_PLAYER FROM_AI
 182      AutoChooseSources    = SECONDARY  FROM_SCRIPT FROM_PLAYER FROM_AI
 183    
 184    End
 185    ArmorSet
 186      Conditions      = None
 187      Armor           = ComancheArmor
 188      DamageFX        = None
 189    End
 190    VisionRange            = 300
 191    ShroudClearingRange = 300
 192  
 193    ; *** AUDIO Parameters ***
 194    VoiceSelect = HumveeVoiceSelect
 195    VoiceMove = HumveeVoiceMove
 196    VoiceGuard = HumveeVoiceMove
 197    VoiceAttack = HumveeVoiceAttack
 198    VoiceAttackAir = HumveeVoiceAttackTOW
 199    SoundMoveStart = HumveeMoveStart
 200    SoundMoveStartDamaged = HumveeMoveStart
 201  
 202    UnitSpecificSounds
 203      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
 204      TurretMoveLoop       = OverlordTankTurretMoveLoop
 205    End
 206  
 207    ; *** ENGINEERING Parameters ***
 208    RadarPriority          = UNIT
 209    KindOf                 = PRELOAD FS_FACTORY VEHICLE SCORE SELECTABLE
 210  
 211    Body = ActiveBody ModuleTag_02
 212      MaxHealth            = 10000.0
 213      InitialHealth        = 10000.0
 214    End
 215    Behavior = AIUpdateInterface ModuleTag_03
 216      Turret
 217        TurretTurnRate     = 80
 218        TurretPitchRate    = 80
 219        FirePitch          = 20            ; Instead of aiming pitchwise at the target, it will aim here
 220        AllowsPitch        = Yes
 221        RecenterTime       = 5000       ; how long to wait during idle before recentering
 222        ControlledWeaponSlots = PRIMARY
 223  ;      NaturalTurretAngle = 180  ; this turret points backwards normally
 224      End
 225      AltTurret
 226        TurretTurnRate     = 80
 227        TurretPitchRate    = 80
 228        FirePitch          = 20          ; Instead of aiming pitchwise at the target, it will aim here
 229        AllowsPitch        = Yes
 230        RecenterTime       = 5000     ; how long to wait during idle before recentering
 231        ControlledWeaponSlots = SECONDARY
 232      End
 233    
 234    End
 235   ;--------------------------permet le deplassement du batiment-------
 236   Behavior = AIUpdateInterface ModuleTag_05
 237      AutoAcquireEnemiesWhenIdle = Yes
 238    End
 239  
 240  Locomotor = SET_NORMAL BasicNONELocomotor
 241  
 242    Behavior               = PhysicsBehavior ModuleTag_04
 243      Mass                 = 5000.0
 244    End
 245   Behavior = SlowDeathBehavior ModuleTag_16
 246      ProbabilityModifier = 25
 247      DestructionDelay = 200
 248      DestructionDelayVariance = 100
 249      OCL = FINAL    OCL_FirestormSmall
 250      FX  = FINAL    WeaponFX_NapalmMissileDetonation
 251    End
 252  ;--------------------------permet le deplassement du batiment-------
 253  
 254  
 255  
 256  
 257    Geometry               = BOX
 258    GeometryMajorRadius    = 200.0
 259    GeometryMinorRadius    = 20.0
 260    GeometryHeight         = 40     
 261    GeometryIsSmall        = No 
 262    Shadow                 = SHADOW_VOLUME   
 263  
 264  End
 265  
 266  
 267  
 268  Object ArkansasPrimaryTurretABDDay
 269    SelectPortrait         = ArkansasAB
 270    ; *** ART Parameters ***
 271    Draw                   = W3DTankDraw ModuleTag_01
 272      OkToChangeModelColor = Yes
 273      InitialRecoilSpeed   = 120
 274      MaxRecoilDistance    = 8
 275      RecoilSettleSpeed    = 6
 276      ConditionState       = NONE
 277        Model              = ARK1
 278        Turret             = TURRETA
 279  ;      TurretPitch        = TURRETAEL
 280        AltTurret          = TURRETB
 281  ;      WeaponFireFXBone   = PRIMARY MuzzleA
 282        WeaponRecoilBone   = PRIMARY TURRETAB
 283  ;      WeaponMuzzleFlash  = PRIMARY MuzzleFXA
 284        WeaponLaunchBone   = PRIMARY TURRETAB
 285  ;      WeaponFireFXBone   = SECONDARY MuzzleA
 286        WeaponRecoilBone   = SECONDARY TURRETBB
 287  ;      WeaponMuzzleFlash  = SECONDARY MuzzleFXA
 288        WeaponLaunchBone   = SECONDARY TURRETBB
 289      End
 290    End
 291  
 292    ; ***DESIGN parameters ***
 293    DisplayName            = OBJECT:ArkansasAB
 294    Side                   = America
 295    EditorSorting          = VEHICLE
 296    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
 297    CommandSet             = BattleShipCommandSet
 298    WeaponSet
 299      Conditions           = None 
 300      Weapon               = PRIMARY    ArkansasDDayGun
 301      AutoChooseSources    = PRIMARY    FROM_SCRIPT FROM_PLAYER FROM_AI
 302      Weapon               = SECONDARY    ArkansasDDayGun
 303      AutoChooseSources    = SECONDARY  FROM_SCRIPT FROM_PLAYER FROM_AI  
 304    End
 305    ArmorSet
 306      Conditions      = None
 307      Armor           = StructureArmor
 308      DamageFX        = StructureDamageFXNoShake
 309    End
 310    VisionRange            = 300
 311    ShroudClearingRange = 300
 312  
 313    ; *** AUDIO Parameters ***
 314    VoiceSelect = BattleshipVoiceSelect
 315    VoiceMove = BattleshipVoiceMove
 316    VoiceGuard = BattleshipVoiceMove
 317    VoiceAttack = BattleshipVoiceAttack
 318    SoundAmbient = BattleshipAmbientLoop
 319  
 320    UnitSpecificSounds
 321      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
 322      TurretMoveLoop       = OverlordTankTurretMoveLoop
 323    End
 324  
 325    ; *** ENGINEERING Parameters ***
 326    RadarPriority          = UNIT
 327    KindOf                 = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE
 328  
 329    Body = ActiveBody ModuleTag_02
 330      MaxHealth            = 5000.0
 331      InitialHealth        = 5000.0
 332    End
 333    Behavior = AIUpdateInterface ModuleTag_03
 334      Turret
 335        TurretTurnRate     = 80
 336        TurretPitchRate    = 80
 337        FirePitch          = 20            ; Instead of aiming pitchwise at the target, it will aim here
 338        AllowsPitch        = Yes
 339        RecenterTime       = 5000       ; how long to wait during idle before recentering
 340        ControlledWeaponSlots = PRIMARY
 341      End
 342      AltTurret
 343        TurretTurnRate     = 80
 344        TurretPitchRate    = 80
 345        FirePitch          = 20          ; Instead of aiming pitchwise at the target, it will aim here
 346        AllowsPitch        = Yes
 347        RecenterTime       = 5000     ; how long to wait during idle before recentering
 348        ControlledWeaponSlots = SECONDARY
 349      End
 350     
 351    End
 352    Locomotor = SET_NORMAL None
 353  
 354    Behavior               = PhysicsBehavior ModuleTag_04
 355      Mass                 = 5000.0
 356    End
 357  
 358   Behavior = SpecialAbility ModuleTag_08
 359      SpecialPowerTemplate = SuperweaponCarpetBomb
 360      ;Automatically reloads weapons immediately upon trigger, then fires multiple weapon slots.
 361     
 362    End
 363  
 364    Geometry               = BOX
 365    GeometryMajorRadius    = 200.0
 366    GeometryMinorRadius    = 20.0
 367    GeometryHeight         = 40     
 368    GeometryIsSmall        = No 
 369    Shadow                 = SHADOW_VOLUME   
 370  
 371  End
 372  
 373  Object ArkansasPrimaryTurretCDDDay
 374    SelectPortrait         = ArkansasCD
 375    ; *** ART Parameters ***
 376    Draw                   = W3DTankDraw ModuleTag_01
 377      OkToChangeModelColor = Yes
 378      InitialRecoilSpeed   = 120
 379      MaxRecoilDistance    = 8
 380      RecoilSettleSpeed    = 6
 381      ConditionState       = NONE
 382        Model              = ARK2
 383        Turret             = TURRETC
 384  ;      TurretPitch        = TURRETAEL
 385        AltTurret          = TURRETD
 386  ;      WeaponFireFXBone   = PRIMARY MuzzleC
 387        WeaponRecoilBone   = PRIMARY TURRETCB
 388  ;      WeaponMuzzleFlash  = PRIMARY MuzzleFXC
 389        WeaponLaunchBone   = PRIMARY TURRETCB
 390  ;      WeaponFireFXBone   = SECONDARY MuzzleD
 391        WeaponRecoilBone   = SECONDARY TURRETDB
 392  ;      WeaponMuzzleFlash  = SECONDARY MuzzleFXD
 393        WeaponLaunchBone   = SECONDARY TURRETDB
 394      End
 395    End
 396  
 397    ; ***DESIGN parameters ***
 398    DisplayName            = OBJECT:ScharnhorstB
 399    Side                   = America
 400    EditorSorting          = VEHICLE
 401    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
 402    CommandSet             = BattleShipCommandSet
 403    WeaponSet
 404      Conditions           = None 
 405  
 406      Weapon               = PRIMARY    ArkansasDDayGun
 407      AutoChooseSources    = PRIMARY    FROM_SCRIPT FROM_PLAYER FROM_AI
 408      Weapon               = SECONDARY    ArkansasDDayGun
 409      AutoChooseSources    = SECONDARY  FROM_SCRIPT FROM_PLAYER FROM_AI  
 410    
 411    End
 412    ArmorSet
 413      Conditions      = None
 414      Armor           = ComancheArmor
 415      DamageFX        = None
 416    End
 417    VisionRange            = 300
 418    ShroudClearingRange = 300
 419  
 420    ; *** AUDIO Parameters ***
 421    VoiceSelect = BattleshipVoiceSelect
 422    VoiceMove = BattleshipVoiceMove
 423    VoiceGuard = BattleshipVoiceMove
 424    VoiceAttack = BattleshipVoiceAttack
 425    SoundAmbient = BattleshipAmbientLoop
 426  
 427    UnitSpecificSounds
 428      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
 429      TurretMoveLoop       = OverlordTankTurretMoveLoop
 430    End
 431  
 432    ; *** ENGINEERING Parameters ***
 433    RadarPriority          = UNIT
 434    KindOf                 = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE
 435  
 436    Body = ActiveBody ModuleTag_02
 437      MaxHealth            = 5000.0
 438      InitialHealth        = 5000.0
 439    End
 440    Behavior = AIUpdateInterface ModuleTag_03
 441      Turret
 442        TurretTurnRate     = 80
 443        TurretPitchRate    = 80
 444        FirePitch          = 20            ; Instead of aiming pitchwise at the target, it will aim here
 445        AllowsPitch        = Yes
 446        RecenterTime       = 5000       ; how long to wait during idle before recentering
 447        ControlledWeaponSlots = PRIMARY
 448      End
 449      AltTurret
 450        TurretTurnRate     = 80
 451        TurretPitchRate    = 80
 452        FirePitch          = 20          ; Instead of aiming pitchwise at the target, it will aim here
 453        AllowsPitch        = Yes
 454        RecenterTime       = 5000     ; how long to wait during idle before recentering
 455        ControlledWeaponSlots = SECONDARY
 456      End
 457      
 458    End
 459    Locomotor = SET_NORMAL None
 460  
 461    Behavior               = PhysicsBehavior ModuleTag_04
 462      Mass                 = 5000.0
 463    End
 464  
 465    Behavior = SpecialAbility ModuleTag_08
 466      SpecialPowerTemplate = SuperweaponCarpetBomb
 467      ;Automatically reloads weapons immediately upon trigger, then fires multiple weapon slots.
 468     
 469    End
 470  
 471    Geometry               = BOX
 472    GeometryMajorRadius    = 200.0
 473    GeometryMinorRadius    = 20.0
 474    GeometryHeight         = 40     
 475    GeometryIsSmall        = No 
 476    Shadow                 = SHADOW_VOLUME   
 477  
 478  End
 479  
 480  Object ArkansasPrimaryTurretEFDDay
 481    SelectPortrait         = ArkansasEF
 482    ; *** ART Parameters ***
 483    Draw                   = W3DTankDraw ModuleTag_01
 484      OkToChangeModelColor = Yes
 485      InitialRecoilSpeed   = 120
 486      MaxRecoilDistance    = 8
 487      RecoilSettleSpeed    = 6
 488      ConditionState       = NONE
 489        Model              = ARK3
 490        Turret             = TURRETE
 491  ;      TurretPitch        = TURRETAEL
 492        AltTurret          = TURRETF
 493  ;      WeaponFireFXBone   = PRIMARY MuzzleE
 494        WeaponRecoilBone   = PRIMARY TURRETEB
 495  ;      WeaponMuzzleFlash  = PRIMARY MuzzleFXE
 496        WeaponLaunchBone   = PRIMARY TURRETEB
 497  ;      WeaponFireFXBone   = SECONDARY MuzzleF
 498        WeaponRecoilBone   = SECONDARY TURRETFB
 499  ;      WeaponMuzzleFlash  = SECONDARY MuzzleFXF
 500        WeaponLaunchBone   = SECONDARY TURRETFB
 501      End
 502    End
 503  
 504    ; ***DESIGN parameters ***
 505    DisplayName            = OBJECT:ScharnhorstC
 506    Side                   = America
 507    EditorSorting          = VEHICLE
 508    TransportSlotCount     = 0                 ;how many "slots" we take in a transport (0 == not transportable)
 509    CommandSet             = BattleShipCommandSet
 510    WeaponSet
 511      Conditions           = None 
 512  
 513      Weapon               = PRIMARY    ArkansasDDayGun
 514      AutoChooseSources    = PRIMARY    FROM_SCRIPT FROM_PLAYER FROM_AI
 515      Weapon               = SECONDARY    ArkansasDDayGun
 516      AutoChooseSources    = SECONDARY  FROM_SCRIPT FROM_PLAYER FROM_AI  
 517    
 518    End
 519   ArmorSet
 520      Conditions      = None
 521      Armor           = ComancheArmor
 522      DamageFX        = None
 523    End
 524    VisionRange            = 300
 525    ShroudClearingRange = 300
 526  
 527    ; *** AUDIO Parameters ***
 528    VoiceSelect = BattleshipVoiceSelect
 529    VoiceMove = BattleshipVoiceMove
 530    VoiceGuard = BattleshipVoiceMove
 531    VoiceAttack = BattleshipVoiceAttack
 532    SoundAmbient = BattleshipAmbientLoop
 533  
 534    UnitSpecificSounds
 535      ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
 536      TurretMoveLoop       = OverlordTankTurretMoveLoop
 537    End
 538  
 539    ; *** ENGINEERING Parameters ***
 540    RadarPriority          = UNIT
 541    KindOf                 = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE
 542  
 543    Body = ActiveBody ModuleTag_02
 544      MaxHealth            = 5000.0
 545      InitialHealth        = 5000.0
 546    End
 547    Behavior = AIUpdateInterface ModuleTag_03
 548      Turret
 549        TurretTurnRate     = 80
 550        TurretPitchRate    = 80
 551        FirePitch          = 20            ; Instead of aiming pitchwise at the target, it will aim here
 552        AllowsPitch        = Yes
 553        RecenterTime       = 5000       ; how long to wait during idle before recentering
 554        ControlledWeaponSlots = PRIMARY
 555      End
 556      AltTurret
 557        TurretTurnRate     = 80
 558        TurretPitchRate    = 80
 559        FirePitch          = 20          ; Instead of aiming pitchwise at the target, it will aim here
 560        AllowsPitch        = Yes
 561        RecenterTime       = 5000     ; how long to wait during idle before recentering
 562        ControlledWeaponSlots = SECONDARY
 563      End
 564      
 565    End
 566    Locomotor = SET_NORMAL None
 567  
 568    Behavior               = PhysicsBehavior ModuleTag_04
 569      Mass                 = 5000.0
 570    End
 571  
 572    Behavior = SpecialAbility ModuleTag_08
 573      SpecialPowerTemplate = SuperweaponCarpetBomb
 574      ;Automatically reloads weapons immediately upon trigger, then fires multiple weapon slots.
 575     
 576    End
 577  
 578    Geometry               = BOX
 579    GeometryMajorRadius    = 200.0
 580    GeometryMinorRadius    = 20.0
 581    GeometryHeight         = 40     
 582    GeometryIsSmall        = No 
 583    Shadow                 = SHADOW_VOLUME   
 584  
 585  End
 586  ;------------------------------------------------------------------------------
 587  Weapon 120mmGun
 588    PrimaryDamage = 125.0
 589    PrimaryDamageRadius = 25.0
 590    ScatterRadiusVsInfantry = 20.0     ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
 591    AttackRange = 225.0
 592    MinTargetPitch = -15                         ; we may not target anything outside of this pitch range
 593    MaxTargetPitch = 15                          ; ditto
 594    DamageType = ARMOR_PIERCING
 595    DeathType = NORMAL
 596    WeaponSpeed = 300                           ; dist/sec 
 597    WeaponRecoil = 5                            ; angle to deflect the model when firing
 598    ProjectileObject = GenericTankShell
 599    FireFX           = WeaponFX_GenericTankGunNoTracer
 600    VeterancyFireFX  = HEROIC WeaponFX_HeroicGenericTankGunNoTracer
 601    ProjectileDetonationFX = FX_120mmExplosion
 602    FireSound = PaladinTankWeapon
 603    RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
 604    DelayBetweenShots = 2000               ; time between shots, msec
 605    ClipSize = 0                    ; how many shots in a Clip (0 == infinite)
 606    ClipReloadTime = 0              ; how long to reload a Clip, msec
 607  
 608    ; note, these only apply to units that aren't the explicit target 
 609    ; (ie, units that just happen to "get in the way"... projectiles
 610    ; always collide with the Designated Target, regardless of these flags
 611    ProjectileCollidesWith = STRUCTURES WALLS 
 612  End
 613  
 614  ;------------------------------------------------------------------------------
 615  ;------------------------------------------------------------------------------


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