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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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