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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: Locomotor.ini (SYSTEM) ///////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 5 ;------------------------------------------------------------------------------ 6 Locomotor BasicHumanLocomotor 7 Surfaces = GROUND RUBBLE 8 Speed = 20 ;30 ; in dist/sec 9 SpeedDamaged = 10 ;30 ; in dist/sec 10 TurnRate = 500 ; in degrees/sec 11 TurnRateDamaged = 500 ; in degrees/sec 12 Acceleration = 100 ; in dist/(sec^2) 13 AccelerationDamaged = 50 ; in dist/(sec^2) 14 Braking = 100 ; in dist/(sec^2) 15 MinTurnSpeed = 0 ; in dist/sec 16 ZAxisBehavior = NO_Z_MOTIVE_FORCE 17 Appearance = TWO_LEGS 18 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 19 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 20 End 21 22 ;------------------------------------------------------------------------------ 23 Locomotor MissileDefenderLocomotor 24 Surfaces = GROUND RUBBLE 25 Speed = 20 ;30 ; in dist/sec 26 SpeedDamaged = 10 ;30 ; in dist/sec 27 TurnRate = 500 ; in degrees/sec 28 TurnRateDamaged = 500 ; in degrees/sec 29 Acceleration = 100 ; in dist/(sec^2) 30 AccelerationDamaged = 50 ; in dist/(sec^2) 31 Braking = 100 ; in dist/(sec^2) 32 MinTurnSpeed = 0 ; in dist/sec 33 ZAxisBehavior = NO_Z_MOTIVE_FORCE 34 Appearance = TWO_LEGS 35 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 36 GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery 37 End 38 39 ;------------------------------------------------------------------------------ 40 ; basically the same as BasicHumanLocomotor, but roughly 25% faster 41 Locomotor BasicHumanLocomotorPlus25 42 Surfaces = GROUND RUBBLE 43 Speed = 25 ; in dist/sec 44 SpeedDamaged = 12 ; in dist/sec 45 TurnRate = 360 ; in degrees/sec 46 TurnRateDamaged = 350 ; in degrees/sec 47 Acceleration = 125 ; in dist/(sec^2) 48 AccelerationDamaged = 60 ; in dist/(sec^2) 49 Braking = 100 ; in dist/(sec^2) 50 MinTurnSpeed = 0 ; in dist/sec 51 ZAxisBehavior = NO_Z_MOTIVE_FORCE 52 Appearance = TWO_LEGS 53 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 54 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 55 End 56 57 ;------------------------------------------------------------------------------ 58 Locomotor FastHumanLocomotor 59 Surfaces = GROUND RUBBLE 60 Speed = 25 ;30 ; in dist/sec 61 SpeedDamaged = 15 ;30 ; in dist/sec 62 TurnRate = 500 ; in degrees/sec 63 TurnRateDamaged = 500 ; in degrees/sec 64 Acceleration = 100 ; in dist/(sec^2) 65 AccelerationDamaged = 50 ; in dist/(sec^2) 66 Braking = 100 ; in dist/(sec^2) 67 MinTurnSpeed = 0 ; in dist/sec 68 ZAxisBehavior = NO_Z_MOTIVE_FORCE 69 Appearance = TWO_LEGS 70 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 71 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 72 End 73 74 ;------------------------------------------------------------------------------ 75 Locomotor ColonelBurtonGroundLocomotor 76 Surfaces = GROUND RUBBLE 77 Speed = 30 ; in dist/sec 78 SpeedDamaged = 20 ; in dist/sec 79 TurnRate = 500 ; in degrees/sec 80 TurnRateDamaged = 500 ; in degrees/sec 81 Acceleration = 100 ; in dist/(sec^2) 82 AccelerationDamaged = 50 ; in dist/(sec^2) 83 Braking = 100 ; in dist/(sec^2) 84 MinTurnSpeed = 0 ; in dist/sec 85 ZAxisBehavior = NO_Z_MOTIVE_FORCE 86 Appearance = TWO_LEGS 87 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 88 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 89 End 90 91 ;------------------------------------------------------------------------------ 92 Locomotor JarmenKellLocomotor 93 Surfaces = GROUND RUBBLE 94 Speed = 30 ; in dist/sec 95 SpeedDamaged = 20 ; in dist/sec 96 TurnRate = 500 ; in degrees/sec 97 TurnRateDamaged = 500 ; in degrees/sec 98 Acceleration = 100 ; in dist/(sec^2) 99 AccelerationDamaged = 50 ; in dist/(sec^2) 100 Braking = 100 ; in dist/(sec^2) 101 MinTurnSpeed = 0 ; in dist/sec 102 ZAxisBehavior = NO_Z_MOTIVE_FORCE 103 Appearance = TWO_LEGS 104 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 105 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 106 End 107 108 ;------------------------------------------------------------------------------ 109 Locomotor BlackLotusLocomotor 110 Surfaces = GROUND RUBBLE 111 Speed = 30 ; in dist/sec 112 SpeedDamaged = 20 ; in dist/sec 113 TurnRate = 500 ; in degrees/sec 114 TurnRateDamaged = 500 ; in degrees/sec 115 Acceleration = 100 ; in dist/(sec^2) 116 AccelerationDamaged = 50 ; in dist/(sec^2) 117 Braking = 100 ; in dist/(sec^2) 118 MinTurnSpeed = 0 ; in dist/sec 119 ZAxisBehavior = NO_Z_MOTIVE_FORCE 120 Appearance = TWO_LEGS 121 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 122 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 123 End 124 125 ;------------------------------------------------------------------------------ 126 Locomotor ColonelBurtonCliffLocomotor 127 Surfaces = CLIFF 128 Speed = 20 ; in dist/sec 129 SpeedDamaged = 15 ; in dist/sec 130 TurnRate = 360 ; in degrees/sec 131 TurnRateDamaged = 350 ; in degrees/sec 132 Acceleration = 100 ; in dist/(sec^2) 133 AccelerationDamaged = 50 ; in dist/(sec^2) 134 Braking = 100 ; in dist/(sec^2) 135 MinTurnSpeed = 0 ; in dist/sec 136 ZAxisBehavior = NO_Z_MOTIVE_FORCE 137 Appearance = CLIMBER 138 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 139 End 140 141 ;------------------------------------------------------------------------------ 142 Locomotor RedguardLocomotor 143 Surfaces = GROUND RUBBLE 144 Speed = 25 ;30 ; in dist/sec 145 SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 146 TurnRate = 500 ; in degrees/sec 147 TurnRateDamaged = 500 ; in degrees/sec 148 Acceleration = 100 ; in dist/(sec^2) 149 AccelerationDamaged = 50 ; in dist/(sec^2) 150 Braking = 150 ; in dist/(sec^2) 151 MinTurnSpeed = 0 ; in dist/sec 152 ZAxisBehavior = NO_Z_MOTIVE_FORCE 153 Appearance = TWO_LEGS 154 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 155 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger. 156 End 157 158 ;------------------------------------------------------------------------------ 159 Locomotor ParadeRedguardLocomotor 160 Surfaces = GROUND 161 Speed = 10 ;30 ; in dist/sec 162 SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 163 TurnRate = 350 ; in degrees/sec 164 TurnRateDamaged = 350 ; in degrees/sec 165 Acceleration = 100 ; in dist/(sec^2) 166 AccelerationDamaged = 50 ; in dist/(sec^2) 167 Braking = 150 ; in dist/(sec^2) 168 MinTurnSpeed = 0 ; in dist/sec 169 ZAxisBehavior = NO_Z_MOTIVE_FORCE 170 Appearance = TWO_LEGS 171 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 172 End 173 174 ;------------------------------------------------------------------------------ 175 ;****************** Cinematic-Only unit *************************************** 176 Locomotor CINE_ParadeRedguardLocomotor 177 Surfaces = GROUND 178 Speed = 10 ;30 ; in dist/sec 179 SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 180 TurnRate = 350 ; in degrees/sec 181 TurnRateDamaged = 350 ; in degrees/sec 182 Acceleration = 100 ; in dist/(sec^2) 183 AccelerationDamaged = 50 ; in dist/(sec^2) 184 Braking = 150 ; in dist/(sec^2) 185 MinTurnSpeed = 0 ; in dist/sec 186 ZAxisBehavior = NO_Z_MOTIVE_FORCE 187 Appearance = TWO_LEGS 188 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 189 End 190 191 ;------------------------------------------------------------------------------ 192 Locomotor WanderHumanLocomotor 193 Surfaces = GROUND 194 Speed = 10 ;20 ; in dist/sec 195 SpeedDamaged = 10 ;30 ; in dist/sec 196 TurnRate = 350 ; in degrees/sec 197 TurnRateDamaged = 350 ; in degrees/sec 198 Acceleration = 100 ; in dist/(sec^2) 199 AccelerationDamaged = 50 ; in dist/(sec^2) 200 Braking = 100 ; in dist/(sec^2) 201 MinTurnSpeed = 0 ; in dist/sec 202 ZAxisBehavior = NO_Z_MOTIVE_FORCE 203 Appearance = TWO_LEGS 204 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 205 206 ; NOTE: The two wander parameters only apply to the TWO_LEGS appearance. 207 WanderWidthFactor = 1.0 ; how far we wander side to side approx body widths. 208 WanderLengthFactor = 5.0; how we go forward before we cross back to the other side. 209 210 WanderAboutPointRadius = 30.0; When we are wandering around a point, how far do we wander from the point (in 'feet' distance). 211 212 213 End 214 215 ;------------------------------------------------------------------------------ 216 Locomotor PanicHumanLocomotor 217 Surfaces = GROUND RUBBLE 218 Speed = 25 ;30 ; in dist/sec 219 SpeedDamaged = 10 ;30 ; in dist/sec 220 TurnRate = 350 ; in degrees/sec 221 TurnRateDamaged = 350 ; in degrees/sec 222 Acceleration = 100 ; in dist/(sec^2) 223 AccelerationDamaged = 50 ; in dist/(sec^2) 224 Braking = 100 ; in dist/(sec^2) 225 MinTurnSpeed = 0 ; in dist/sec 226 ZAxisBehavior = NO_Z_MOTIVE_FORCE 227 Appearance = TWO_LEGS 228 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 229 230 ; NOTE: The two wander parameters only apply to the TWO_LEGS_WANDER appearance. 231 WanderWidthFactor = 1.25 ; how far we wander side to side approx body widths. 232 WanderLengthFactor = 4.0; how we go forward before we cross back to the other side. 233 234 End 235 236 ;------------------------------------------------------------------------------ 237 Locomotor HazMatHumanLocomotor 238 Surfaces = GROUND RUBBLE 239 Speed = 25 ; in dist/sec 240 SpeedDamaged = 20 ; in dist/sec 241 TurnRate = 180 ; in degrees/sec 242 TurnRateDamaged = 150 ; in degrees/sec 243 Acceleration = 100 ; in dist/(sec^2) 244 AccelerationDamaged = 50 ; in dist/(sec^2) 245 Braking = 100 ; in dist/(sec^2) 246 MinTurnSpeed = 0 ; in dist/sec 247 ZAxisBehavior = NO_Z_MOTIVE_FORCE 248 Appearance = TWO_LEGS 249 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 250 End 251 252 ;------------------------------------------------------------------------------ 253 Locomotor CINE_HazMatHumanLocomotor 254 Surfaces = GROUND RUBBLE 255 Speed = 10 ; in dist/sec 256 SpeedDamaged = 5 ; in dist/sec 257 TurnRate = 180 ; in degrees/sec 258 TurnRateDamaged = 150 ; in degrees/sec 259 Acceleration = 100 ; in dist/(sec^2) 260 AccelerationDamaged = 50 ; in dist/(sec^2) 261 Braking = 100 ; in dist/(sec^2) 262 MinTurnSpeed = 0 ; in dist/sec 263 ZAxisBehavior = NO_Z_MOTIVE_FORCE 264 Appearance = TWO_LEGS 265 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 266 End 267 268 ;------------------------------------------------------------------------------ 269 ; NOTE NOTE NOTE NOTE 270 ; NOTE NOTE NOTE NOTE 271 ; NOTE NOTE NOTE NOTE 272 ; NOTE NOTE NOTE NOTE 273 ; 274 ; Although POW Trucks are cut, AmericaVehiclePOWTruck remains, for cinematic purposes only. 275 ; (It is used in USA03.) It can't do anything interesting, other than move 276 ; and get blown up. Thus we still need this locomotor. 277 ; (srj) 278 ; 279 Locomotor POWTruckLocomotor 280 Surfaces = GROUND 281 Speed = 60 ; in dist/sec 282 SpeedDamaged = 30 ; in dist/sec 283 TurnRate = 120 ; in degrees/sec 284 TurnRateDamaged = 120 ; in degrees/sec 285 Acceleration = 120 ; in dist/(sec^2) 286 AccelerationDamaged = 90 ; in dist/(sec^2) 287 Braking = 50 ; in dist/(sec^2) 288 MinTurnSpeed = 20 ; in dist/sec 289 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 290 ZAxisBehavior = NO_Z_MOTIVE_FORCE 291 Appearance = FOUR_WHEELS 292 293 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 294 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 295 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 296 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 297 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 298 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 299 300 ForwardAccelerationPitchFactor = 0.20 ; How much acceleration will cause the front to lift, or dip for stops. 301 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 302 303 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 304 CanMoveBackwards = Yes ; Can move backwards. 305 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 306 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 307 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 308 End 309 310 ;------------------------------------------------------------------------------ 311 Locomotor 18WheelerLocomotor 312 Surfaces = GROUND 313 Speed = 30 ; in dist/sec 314 SpeedDamaged = 25 ; in dist/sec 315 TurnRate = 90 ; in degrees/sec 316 TurnRateDamaged = 60 ; in degrees/sec 317 Acceleration = 30 ; in dist/(sec^2) 318 AccelerationDamaged = 8 ; in dist/(sec^2) 319 Braking = 50 ; in dist/(sec^2) 320 MinTurnSpeed = 0 ; in dist/sec 321 ZAxisBehavior = NO_Z_MOTIVE_FORCE 322 Appearance = TREADS 323 324 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 325 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 326 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 327 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 328 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 329 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 330 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 331 End 332 333 ;------------------------------------------------------------------------------ 334 Locomotor SCUDMissileLocomotor 335 Surfaces = AIR 336 Speed = 200 ; in dist/sec 337 SpeedDamaged = 200 ; in dist/sec 338 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 339 Acceleration = 675 ; in dist/(sec^2) 340 Braking = 0 ; in dist/(sec^2) 341 TurnRate = 540 ; in degrees/sec 342 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 343 AllowAirborneMotiveForce = Yes 344 Appearance = THRUST 345 PreferredHeight = 120 346 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 347 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 348 End 349 350 ;------------------------------------------------------------------------------ 351 Locomotor SCUDStormMissileLocomotor 352 Surfaces = AIR 353 Speed = 300 ; in dist/sec 354 SpeedDamaged = 200 ; in dist/sec 355 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 356 Acceleration = 675 ; in dist/(sec^2) 357 Braking = 0 ; in dist/(sec^2) 358 TurnRate = 540 ; in degrees/sec 359 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 360 AllowAirborneMotiveForce = Yes 361 Appearance = THRUST 362 PreferredHeight = 240 363 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 364 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 365 ThrustRoll = 0.06 366 ThrustWobbleRate = 0.008 367 ThrustMinWobble = -0.040 368 ThrustMaxWobble = 0.040 369 CloseEnoughDist3D = Yes ; This allows the missile to fly over the target and come back 370 End 371 372 ;------------------------------------------------------------------------------ 373 Locomotor TomahawkLocomotor 374 Surfaces = GROUND 375 Speed = 30 ; in dist/sec 376 SpeedDamaged = 25 ; in dist/sec 377 TurnRate = 180 ;90 ; in degrees/sec 378 TurnRateDamaged = 180 ;60 ; in degrees/sec 379 Acceleration = 1000 ;240 ; in dist/(sec^2) 380 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 381 Braking = 1000 ;50 ; in dist/(sec^2) 382 MinTurnSpeed = 0 ; in dist/sec 383 ZAxisBehavior = NO_Z_MOTIVE_FORCE 384 Appearance = TREADS 385 386 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 387 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 388 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 389 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 390 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 391 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 392 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 393 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 394 End 395 396 ;------------------------------------------------------------------------------ 397 Locomotor NuclearCannonShellLocomotor 398 Surfaces = AIR 399 Speed = 300 ; in dist/sec 400 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 401 Acceleration = 2160 ; in dist/(sec^2) 402 Braking = 0 ; in dist/(sec^2) 403 TurnRate = 225 ; in degrees/sec 404 MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) 405 AllowAirborneMotiveForce = Yes 406 Appearance = THRUST 407 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 408 End 409 410 ;------------------------------------------------------------------------------ 411 Locomotor CrusaderLocomotor 412 Surfaces = GROUND 413 Speed = 30 ; in dist/sec 414 SpeedDamaged = 25 ; in dist/sec 415 TurnRate = 180 ;90 ; in degrees/sec 416 TurnRateDamaged = 180 ;60 ; in degrees/sec 417 Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) 418 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 419 Braking = 1000 ;50 ; in dist/(sec^2) 420 MinTurnSpeed = 0 ; in dist/sec 421 ZAxisBehavior = NO_Z_MOTIVE_FORCE 422 Appearance = TREADS 423 424 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 425 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 426 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 427 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 428 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 429 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 430 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 431 End 432 433 ;------------------------------------------------------------------------------ 434 ;*************************** Cinematic-Only unit ****************************** 435 Locomotor CINE_CrusaderLocomotor 436 Surfaces = GROUND 437 Speed = 30 ; in dist/sec 438 SpeedDamaged = 25 ; in dist/sec 439 TurnRate = 180 ;90 ; in degrees/sec 440 TurnRateDamaged = 180 ;60 ; in degrees/sec 441 Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) 442 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 443 Braking = 1000 ;50 ; in dist/(sec^2) 444 MinTurnSpeed = 0 ; in dist/sec 445 ZAxisBehavior = NO_Z_MOTIVE_FORCE 446 Appearance = TREADS 447 448 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 449 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 450 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 451 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 452 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 453 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 454 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 455 End 456 457 ;------------------------------------------------------------------------------ 458 Locomotor MilitiaTankLocomotor 459 Surfaces = GROUND 460 Speed = 30 ; in dist/sec 461 SpeedDamaged = 25 ; in dist/sec 462 TurnRate = 180 ;90 ; in degrees/sec 463 TurnRateDamaged = 180 ;60 ; in degrees/sec 464 Acceleration = 1000 ;30 ; in dist/(sec^2) 465 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 466 Braking = 1000 ;50 ; in dist/(sec^2) 467 MinTurnSpeed = 0 ; in dist/sec 468 ZAxisBehavior = NO_Z_MOTIVE_FORCE 469 Appearance = TREADS 470 471 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 472 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 473 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 474 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 475 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 476 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 477 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 478 End 479 480 ;------------------------------------------------------------------------------ 481 Locomotor ScorpionLocomotor 482 Surfaces = GROUND 483 Speed = 40 ; in dist/sec 484 SpeedDamaged = 30 ; in dist/sec 485 TurnRate = 180 ;90 ; in degrees/sec 486 TurnRateDamaged = 180 ;60 ; in degrees/sec 487 Acceleration = 1000 ;30 ; in dist/(sec^2) 488 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 489 Braking = 1000 ;50 ; in dist/(sec^2) 490 MinTurnSpeed = 0 ; in dist/sec 491 ZAxisBehavior = NO_Z_MOTIVE_FORCE 492 Appearance = TREADS 493 494 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 495 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 496 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 497 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 498 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 499 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 500 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 501 End 502 503 ;------------------------------------------------------------------------------ 504 Locomotor MarauderLocomotor 505 Surfaces = GROUND 506 Speed = 40 ; in dist/sec 507 SpeedDamaged = 30 ; in dist/sec 508 TurnRate = 180 ; in degrees/sec 509 TurnRateDamaged = 180 ;60 ; in degrees/sec 510 Acceleration = 1000 ;30 ; in dist/(sec^2) 511 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 512 Braking = 1000 ;50 ; in dist/(sec^2) 513 MinTurnSpeed = 0 ; in dist/sec 514 ZAxisBehavior = NO_Z_MOTIVE_FORCE 515 Appearance = TREADS 516 517 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 518 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 519 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 520 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 521 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 522 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 523 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 524 End 525 526 ;------------------------------------------------------------------------------ 527 Locomotor BombTruckLocomotor 528 Surfaces = GROUND 529 Speed = 50 ; in dist/sec 530 SpeedDamaged = 50 ; in dist/sec 531 TurnRate = 90 ; in degrees/sec 532 TurnRateDamaged = 60 ; in degrees/sec 533 Acceleration = 1000 ;400 ; in dist/(sec^2) 534 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 535 Braking = 1000 ;50 ; in dist/(sec^2) 536 MinTurnSpeed = 0 ; in dist/sec 537 ZAxisBehavior = NO_Z_MOTIVE_FORCE 538 Appearance = FOUR_WHEELS 539 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 540 541 AccelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will lift or roll from acceleration. 542 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 543 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 544 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 545 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 546 ForwardAccelerationPitchFactor = 0 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. 547 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 548 549 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 550 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 551 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 552 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 553 End 554 555 ;------------------------------------------------------------------------------ 556 Locomotor ScudLauncherLocomotor 557 Surfaces = GROUND 558 Speed = 20 ; in dist/sec 559 SpeedDamaged = 15 ; in dist/sec 560 TurnRate = 50 ; in degrees/sec 561 TurnRateDamaged = 45 ; in degrees/sec 562 Acceleration = 160 ; in dist/(sec^2) 563 AccelerationDamaged = 120 ; in dist/(sec^2) 564 Braking = 50 ; in dist/(sec^2) 565 MinTurnSpeed = 15 ; in dist/sec 566 ZAxisBehavior = NO_Z_MOTIVE_FORCE 567 568 ;Appearance = TREADS 569 Appearance = FOUR_WHEELS 570 TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 571 572 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 573 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 574 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 575 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 576 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 577 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 578 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 579 580 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 581 CanMoveBackwards = Yes ; Can move backwards. 582 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 583 MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. 584 FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. 585 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 586 587 End 588 589 ;------------------------------------------------------------------------------ 590 Locomotor BattleMasterLocomotor 591 Surfaces = GROUND 592 Speed = 25 ; in dist/sec 593 SpeedDamaged = 25 ; in dist/sec 594 TurnRate = 180 ;90 ; in degrees/sec 595 TurnRateDamaged = 180 ;60 ; in degrees/sec 596 Acceleration = 1000 ;240 ; in dist/(sec^2) 597 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 598 Braking = 1000 ;50 ; in dist/(sec^2) 599 MinTurnSpeed = 0 ; in dist/sec 600 ZAxisBehavior = NO_Z_MOTIVE_FORCE 601 Appearance = TREADS 602 603 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 604 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 605 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 606 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 607 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 608 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 609 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 610 End 611 612 ;------------------------------------------------------------------------------ 613 Locomotor NuclearBattleMasterLocomotor 614 Surfaces = GROUND 615 Speed = 35 ; 33% faster than normal 616 SpeedDamaged = 32 ; 33% faster than normal 617 TurnRate = 180 ;120 ; 33% faster than normal 618 TurnRateDamaged = 180 ;80 ; 33% faster than normal 619 Acceleration = 1000 ;240 ; 33% faster than normal 620 AccelerationDamaged = 1000 ;240 ; 33% faster than normal 621 Braking = 1000 ;50 ; in dist/(sec^2) 622 MinTurnSpeed = 0 ; in dist/sec 623 ZAxisBehavior = NO_Z_MOTIVE_FORCE 624 Appearance = TREADS 625 626 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 627 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 628 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 629 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 630 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 631 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 632 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 633 End 634 635 ;------------------------------------------------------------------------------ 636 Locomotor OverlordLocomotor 637 Surfaces = GROUND 638 Speed = 20 ; in dist/sec 639 SpeedDamaged = 20 ; in dist/sec 640 TurnRate = 60 ;25 ; in degrees/sec 641 TurnRateDamaged = 60 ;20 ; in degrees/sec 642 Acceleration = 15 ; in dist/(sec^2) 643 AccelerationDamaged = 15 ; in dist/(sec^2) 644 Braking = 50 ; in dist/(sec^2) 645 MinTurnSpeed = 0 ; in dist/sec 646 ZAxisBehavior = NO_Z_MOTIVE_FORCE 647 Appearance = TREADS 648 649 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 650 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 651 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 652 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 653 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 654 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 655 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 656 End 657 658 ;------------------------------------------------------------------------------ 659 ;*************************** Cinematic-Only unit ****************************** 660 Locomotor CINE_OverlordLocomotor 661 Surfaces = GROUND 662 Speed = 20 ; in dist/sec 663 SpeedDamaged = 20 ; in dist/sec 664 TurnRate = 60 ;25 ; in degrees/sec 665 TurnRateDamaged = 60 ;20 ; in degrees/sec 666 Acceleration = 15 ; in dist/(sec^2) 667 AccelerationDamaged = 15 ; in dist/(sec^2) 668 Braking = 50 ; in dist/(sec^2) 669 MinTurnSpeed = 0 ; in dist/sec 670 ZAxisBehavior = NO_Z_MOTIVE_FORCE 671 Appearance = TREADS 672 673 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 674 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 675 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 676 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 677 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 678 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 679 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 680 End 681 682 683 ;------------------------------------------------------------------------------ 684 Locomotor NuclearOverlordLocomotor 685 Surfaces = GROUND 686 Speed = 30 ; 33% faster than normal 687 SpeedDamaged = 30 ; 33% faster than normal 688 TurnRate = 60 ;32 ; 33% faster than normal 689 TurnRateDamaged = 60 ;27 ; 33% faster than normal 690 Acceleration = 30 ; 33% faster than normal 691 AccelerationDamaged = 30 ; 33% faster than normal 692 Braking = 50 ; in dist/(sec^2) 693 MinTurnSpeed = 0 ; in dist/sec 694 ZAxisBehavior = NO_Z_MOTIVE_FORCE 695 Appearance = TREADS 696 697 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 698 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 699 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 700 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 701 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 702 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 703 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 704 End 705 706 ;------------------------------------------------------------------------------ 707 Locomotor DragonLocomotor 708 Surfaces = GROUND 709 Speed = 30 ; in dist/sec 710 SpeedDamaged = 25 ; in dist/sec 711 TurnRate = 180 ;90 ; in degrees/sec 712 TurnRateDamaged = 180 ;60 ; in degrees/sec 713 Acceleration = 1000 ;240 ; in dist/(sec^2) 714 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 715 Braking = 1000 ;50 ; in dist/(sec^2) 716 MinTurnSpeed = 0 ; in dist/sec 717 ZAxisBehavior = NO_Z_MOTIVE_FORCE 718 Appearance = TREADS 719 720 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 721 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 722 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 723 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 724 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 725 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 726 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 727 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets. 728 End 729 730 ;------------------------------------------------------------------------------ 731 Locomotor BlimpLocomotor 732 Surfaces = GROUND 733 Speed = 30 ; in dist/sec 734 SpeedDamaged = 25 ; in dist/sec 735 TurnRate = 90 ; in degrees/sec 736 TurnRateDamaged = 60 ; in degrees/sec 737 Acceleration = 30 ; in dist/(sec^2) 738 AccelerationDamaged = 8 ; in dist/(sec^2) 739 Braking = 50 ; in dist/(sec^2) 740 MinTurnSpeed = 0 ; in dist/sec 741 ZAxisBehavior = NO_Z_MOTIVE_FORCE 742 Appearance = TREADS 743 744 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 745 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 746 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 747 PitchDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 748 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 749 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 750 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 751 End 752 753 ;------------------------------------------------------------------------------ 754 Locomotor TroopCrawlerLocomotor 755 Surfaces = GROUND 756 Speed = 40 ; in dist/sec 757 SpeedDamaged = 30 ; in dist/sec 758 TurnRate = 120 ;90 ; in degrees/sec 759 TurnRateDamaged = 120 ;60 ; in degrees/sec 760 Acceleration = 1000 ;400 ; in dist/(sec^2) 761 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 762 Braking = 1000 ;50 ; in dist/(sec^2) 763 MinTurnSpeed = 25 ; in dist/sec 764 ZAxisBehavior = NO_Z_MOTIVE_FORCE 765 Appearance = FOUR_WHEELS 766 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 767 768 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 769 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 770 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 771 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 772 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 773 ForwardAccelerationPitchFactor = 0.1 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. 774 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 775 776 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 777 CanMoveBackwards = Yes ; Can move backwards. 778 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 779 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 780 FrontWheelTurnAngle = 30 781 ; How many degrees the front wheels can turn. 782 End 783 784 ;------------------------------------------------------------------------------ 785 Locomotor InfernoLocomotor 786 Surfaces = GROUND 787 Speed = 20 ; in dist/sec 788 SpeedDamaged = 20 ; in dist/sec 789 TurnRate = 120 ;90 ; in degrees/sec 790 TurnRateDamaged = 90 ;60 ; in degrees/sec 791 Acceleration = 1000 ;160 ; in dist/(sec^2) 792 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 793 Braking = 1000 ;50 ; in dist/(sec^2) 794 MinTurnSpeed = 0 ; in dist/sec 795 ZAxisBehavior = NO_Z_MOTIVE_FORCE 796 Appearance = TREADS 797 798 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 799 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 800 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 801 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 802 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 803 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 804 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 805 End 806 807 ;------------------------------------------------------------------------------ 808 ;************************* Cinematic-Only unit ******************************** 809 Locomotor CINE_InfernoLocomotor 810 Surfaces = GROUND 811 Speed = 20 ; in dist/sec 812 SpeedDamaged = 20 ; in dist/sec 813 TurnRate = 120 ;90 ; in degrees/sec 814 TurnRateDamaged = 90 ;60 ; in degrees/sec 815 Acceleration = 1000 ;160 ; in dist/(sec^2) 816 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 817 Braking = 1000 ;50 ; in dist/(sec^2) 818 MinTurnSpeed = 0 ; in dist/sec 819 ZAxisBehavior = NO_Z_MOTIVE_FORCE 820 Appearance = TREADS 821 822 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 823 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 824 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 825 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 826 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 827 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 828 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 829 End 830 831 ;------------------------------------------------------------------------------ 832 Locomotor GattlingTankLocomotor 833 Surfaces = GROUND 834 Speed = 40 ; in dist/sec 835 SpeedDamaged = 30 ; in dist/sec 836 TurnRate = 180 ;90 ; in degrees/sec 837 TurnRateDamaged = 180 ;60 ; in degrees/sec 838 Acceleration = 1000 ;240 ; in dist/(sec^2) 839 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 840 Braking = 1000 ;50 ; in dist/(sec^2) 841 MinTurnSpeed = 0 ; in dist/sec 842 ZAxisBehavior = NO_Z_MOTIVE_FORCE 843 Appearance = TREADS 844 845 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 846 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 847 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 848 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 849 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 850 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 851 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 852 End 853 854 ;------------------------------------------------------------------------------ 855 Locomotor BasicTankLocomotor 856 Surfaces = GROUND 857 Speed = 30 ; in dist/sec 858 SpeedDamaged = 25 ; in dist/sec 859 TurnRate = 180 ;90 ; in degrees/sec 860 TurnRateDamaged = 180 ;60 ; in degrees/sec 861 Acceleration = 1000 ;240 ; in dist/(sec^2) 862 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 863 Braking = 1000 ;50 ; in dist/(sec^2) 864 MinTurnSpeed = 0 ; in dist/sec 865 ZAxisBehavior = NO_Z_MOTIVE_FORCE 866 Appearance = TREADS 867 868 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 869 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 870 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 871 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 872 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 873 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 874 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 875 End 876 877 ;------------------------------------------------------------------------------ 878 Locomotor BasicTruckLocomotor 879 Surfaces = GROUND 880 Speed = 30 ; in dist/sec 881 SpeedDamaged = 30 ; in dist/sec 882 TurnRate = 60 ; in degrees/sec 883 TurnRateDamaged = 60 ; in degrees/sec 884 Acceleration = 10 ; in dist/(sec^2) 885 AccelerationDamaged = 10 ; in dist/(sec^2) 886 Braking = 50 ; in dist/(sec^2) 887 MinTurnSpeed = 0 ; in dist/sec 888 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 889 ZAxisBehavior = NO_Z_MOTIVE_FORCE 890 Appearance = FOUR_WHEELS 891 892 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 893 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 894 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 895 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 896 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 897 RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 898 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 899 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 900 End 901 902 ;------------------------------------------------------------------------------ 903 ;************************* Cinematic-Only unit ******************************** 904 Locomotor CINE_NukeTruckLocomotor 905 Surfaces = GROUND 906 Speed = 35 ; in dist/sec 907 SpeedDamaged = 30 ; in dist/sec 908 TurnRate = 60 ; in degrees/sec 909 TurnRateDamaged = 60 ; in degrees/sec 910 Acceleration = 55 ; in dist/(sec^2) 911 AccelerationDamaged = 10 ; in dist/(sec^2) 912 Braking = 50 ; in dist/(sec^2) 913 MinTurnSpeed = 0 ; in dist/sec 914 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 915 ZAxisBehavior = NO_Z_MOTIVE_FORCE 916 Appearance = FOUR_WHEELS 917 918 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 919 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 920 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 921 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 922 PitchDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 923 RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 924 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 925 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 926 927 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 928 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 929 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 930 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 931 932 End 933 934 ;------------------------------------------------------------------------------ 935 Locomotor SupplyTruckLocomotor 936 Surfaces = GROUND 937 Speed = 40 ; in dist/sec 938 SpeedDamaged = 20 ; in dist/sec 939 TurnRate = 90 ; in degrees/sec 940 TurnRateDamaged = 60 ; in degrees/sec 941 Acceleration = 240 ; in dist/(sec^2) 942 AccelerationDamaged = 180 ; in dist/(sec^2) 943 Braking = 50 ; in dist/(sec^2) 944 MinTurnSpeed = 15 ; in dist/sec 945 TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 946 ZAxisBehavior = NO_Z_MOTIVE_FORCE 947 Appearance = FOUR_WHEELS 948 949 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 950 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 951 PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back. 952 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 953 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 954 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 955 ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops. 956 LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. 957 958 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 959 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 960 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 961 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 962 963 End 964 965 ;------------------------------------------------------------------------------ 966 Locomotor BasicCarLocomotor 967 Surfaces = GROUND 968 Speed = 90 ; in dist/sec 969 SpeedDamaged = 90 ; in dist/sec 970 TurnRate = 120 ; in degrees/sec 971 TurnRateDamaged = 120 ; in degrees/sec 972 Acceleration = 30 ; in dist/(sec^2) 973 AccelerationDamaged = 30 ; in dist/(sec^2) 974 Braking = 50 ; in dist/(sec^2) 975 MinTurnSpeed = 40 ; in dist/sec 976 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 977 ZAxisBehavior = NO_Z_MOTIVE_FORCE 978 Appearance = FOUR_WHEELS 979 980 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 981 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 982 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 983 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 984 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 985 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 986 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 987 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 988 End 989 990 ;------------------------------------------------------------------------------ 991 Locomotor BasicForkLiftLocomotor 992 Surfaces = GROUND 993 Speed = 20 ; in dist/sec 994 SpeedDamaged = 10 ; in dist/sec 995 TurnRate = 180 ; in degrees/sec 996 TurnRateDamaged = 60 ; in degrees/sec 997 Acceleration = 5 ; in dist/(sec^2) 998 AccelerationDamaged = 30 ; in dist/(sec^2) 999 Braking = 50 ; in dist/(sec^2) 1000 MinTurnSpeed = 40 ; in dist/sec 1001 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1002 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1003 Appearance = FOUR_WHEELS 1004 1005 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1006 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1007 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1008 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1009 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1010 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1011 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1012 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1013 End 1014 1015 ;------------------------------------------------------------------------------ 1016 Locomotor BasicAmphibiousLocomotor 1017 Surfaces = GROUND WATER 1018 Speed = 40 ; in dist/sec 1019 SpeedDamaged = 30 ; in dist/sec 1020 TurnRate = 180 ; in degrees/sec 1021 TurnRateDamaged = 120 ; in degrees/sec 1022 Acceleration = 30 ; in dist/(sec^2) 1023 AccelerationDamaged = 20 ; in dist/(sec^2) 1024 Lift = 120 ; in dist/(sec^2) 1025 LiftDamaged = 80 ; in dist/(sec^2) 1026 Braking = 50 ; in dist/(sec^2) 1027 MinTurnSpeed = 0 ; in dist/sec 1028 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 1029 AllowAirborneMotiveForce = Yes 1030 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1031 Appearance = HOVER 1032 1033 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1034 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1035 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1036 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1037 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1038 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1039 Apply2DFrictionWhenAirborne = Yes 1040 AirborneTargetingHeight = 30 1041 LocomotorWorksWhenDead = No ; 1042 End 1043 1044 ;------------------------------------------------------------------------------ 1045 Locomotor SpyDroneLocomtor 1046 Surfaces = GROUND WATER 1047 Speed = 0 ; in dist/sec 1048 SpeedDamaged = 0 ; in dist/sec 1049 TurnRate = 0 ; in degrees/sec 1050 TurnRateDamaged = 0 ; in degrees/sec 1051 Acceleration = 30 ; in dist/(sec^2) 1052 AccelerationDamaged = 20 ; in dist/(sec^2) 1053 Lift = 120 ; in dist/(sec^2) 1054 LiftDamaged = 80 ; in dist/(sec^2) 1055 Braking = 50 ; in dist/(sec^2) 1056 MinTurnSpeed = 0 ; in dist/sec 1057 PreferredHeight = 90 1058 AllowAirborneMotiveForce = Yes 1059 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1060 Appearance = HOVER 1061 1062 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1063 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1064 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1065 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1066 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1067 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1068 Apply2DFrictionWhenAirborne = Yes 1069 AirborneTargetingHeight = 30 1070 LocomotorWorksWhenDead = No ; 1071 End 1072 1073 ;------------------------------------------------------------------------------ 1074 Locomotor BasicBoatLocomotor 1075 Surfaces = WATER 1076 Speed = 40 ; in dist/sec 1077 SpeedDamaged = 30 ; in dist/sec 1078 TurnRate = 30 ; in degrees/sec 1079 TurnRateDamaged = 30 ; in degrees/sec 1080 Acceleration = 30 ; in dist/(sec^2) 1081 AccelerationDamaged = 20 ; in dist/(sec^2) 1082 Lift = 120 ; in dist/(sec^2) 1083 LiftDamaged = 80 ; in dist/(sec^2) 1084 Braking = 50 ; in dist/(sec^2) 1085 MinTurnSpeed = 0 ; in dist/sec 1086 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 1087 AllowAirborneMotiveForce = Yes 1088 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1089 Appearance = HOVER 1090 1091 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1092 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1093 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1094 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1095 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1096 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1097 Apply2DFrictionWhenAirborne = Yes 1098 AirborneTargetingHeight = 30 1099 LocomotorWorksWhenDead = No 1100 End 1101 ;------------------------------------------------------------------------------ 1102 Locomotor RailroadGuideLocomotor 1103 Surfaces = GROUND 1104 Speed = 133 ; in dist/sec 1105 SpeedDamaged = 60 ; in dist/sec 1106 TurnRate = 120 ; in degrees/sec 1107 TurnRateDamaged = 120 ; in degrees/sec 1108 Acceleration = 9 ; in dist/(sec^2) 1109 AccelerationDamaged = 2 ; in dist/(sec^2) 1110 Braking = 5 ; in dist/(sec^2) 1111 MinTurnSpeed = 0 ; in dist/sec 1112 TurnPivotOffset = 0.0 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1113 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1114 Appearance = FOUR_WHEELS 1115 End 1116 1117 1118 ;------------------------------------------------------------------------------ 1119 Locomotor WanderCarLocomotor 1120 Surfaces = GROUND 1121 Speed = 45 ; in dist/sec 1122 SpeedDamaged = 45 ; in dist/sec 1123 TurnRate = 120 ; in degrees/sec 1124 TurnRateDamaged = 120 ; in degrees/sec 1125 Acceleration = 10 ; in dist/(sec^2) 1126 AccelerationDamaged = 10 ; in dist/(sec^2) 1127 Braking = 50 ; in dist/(sec^2) 1128 MinTurnSpeed = 15 ; in dist/sec 1129 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1130 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1131 Appearance = FOUR_WHEELS 1132 1133 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1134 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1135 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1136 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1137 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1138 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1139 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1140 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1141 End 1142 1143 ;------------------------------------------------------------------------------ 1144 Locomotor PanicCarLocomotor 1145 Surfaces = GROUND 1146 Speed = 90 ; in dist/sec 1147 SpeedDamaged = 90 ; in dist/sec 1148 TurnRate = 120 ; in degrees/sec 1149 TurnRateDamaged = 120 ; in degrees/sec 1150 Acceleration = 30 ; in dist/(sec^2) 1151 AccelerationDamaged = 30 ; in dist/(sec^2) 1152 Braking = 50 ; in dist/(sec^2) 1153 MinTurnSpeed = 40 ; in dist/sec 1154 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1155 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1156 Appearance = FOUR_WHEELS 1157 1158 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1159 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1160 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1161 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1162 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1163 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1164 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1165 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1166 End 1167 1168 ;------------------------------------------------------------------------------ 1169 Locomotor BasicCarSuspensionLocomotor 1170 Surfaces = GROUND 1171 Speed = 90 ; in dist/sec 1172 SpeedDamaged = 90 ; in dist/sec 1173 TurnRate = 120 ; in degrees/sec 1174 TurnRateDamaged = 120 ; in degrees/sec 1175 Acceleration = 30 ; in dist/(sec^2) 1176 AccelerationDamaged = 30 ; in dist/(sec^2) 1177 Braking = 50 ; in dist/(sec^2) 1178 MinTurnSpeed = 40 ; in dist/sec 1179 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1180 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1181 Appearance = FOUR_WHEELS 1182 1183 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1184 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1185 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1186 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1187 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1188 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1189 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1190 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1191 1192 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1193 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1194 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1195 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1196 End 1197 1198 ;------------------------------------------------------------------------------ 1199 Locomotor WanderCarSuspensionLocomotor 1200 Surfaces = GROUND 1201 Speed = 45 ; in dist/sec 1202 SpeedDamaged = 45 ; in dist/sec 1203 TurnRate = 120 ; in degrees/sec 1204 TurnRateDamaged = 120 ; in degrees/sec 1205 Acceleration = 10 ; in dist/(sec^2) 1206 AccelerationDamaged = 10 ; in dist/(sec^2) 1207 Braking = 50 ; in dist/(sec^2) 1208 MinTurnSpeed = 15 ; in dist/sec 1209 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1210 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1211 Appearance = FOUR_WHEELS 1212 1213 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1214 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1215 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1216 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1217 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1218 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1219 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1220 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1221 1222 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1223 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1224 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1225 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1226 End 1227 1228 ;------------------------------------------------------------------------------ 1229 Locomotor PanicCarSuspensionLocomotor 1230 Surfaces = GROUND 1231 Speed = 90 ; in dist/sec 1232 SpeedDamaged = 90 ; in dist/sec 1233 TurnRate = 120 ; in degrees/sec 1234 TurnRateDamaged = 120 ; in degrees/sec 1235 Acceleration = 30 ; in dist/(sec^2) 1236 AccelerationDamaged = 30 ; in dist/(sec^2) 1237 Braking = 50 ; in dist/(sec^2) 1238 MinTurnSpeed = 40 ; in dist/sec 1239 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1240 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1241 Appearance = FOUR_WHEELS 1242 1243 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1244 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1245 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1246 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1247 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1248 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1249 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1250 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1251 1252 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1253 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1254 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1255 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1256 End 1257 1258 ;------------------------------------------------------------------------------ 1259 Locomotor RocketBuggyLocomotor 1260 Surfaces = GROUND 1261 Speed = 90 ; in dist/sec 1262 SpeedDamaged = 80 ; in dist/sec 1263 TurnRate = 180 ; in degrees/sec 1264 TurnRateDamaged = 180 ; in degrees/sec 1265 Acceleration = 90 ; in dist/(sec^2) 1266 AccelerationDamaged = 80 ; in dist/(sec^2) 1267 Braking = 50 ; in dist/(sec^2) 1268 MinTurnSpeed = 20 ; in dist/sec 1269 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1270 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1271 Appearance = FOUR_WHEELS 1272 1273 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1274 BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1275 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1276 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1277 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1278 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1279 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1280 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1281 1282 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1283 CanMoveBackwards = Yes ; Can move backwards. 1284 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1285 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1286 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1287 End 1288 1289 ;------------------------------------------------------------------------------ 1290 ;************************* Cinematic-only unit ******************************** 1291 Locomotor CINE_RocketBuggyLocomotor 1292 Surfaces = GROUND 1293 Speed = 90 ; in dist/sec 1294 SpeedDamaged = 80 ; in dist/sec 1295 TurnRate = 180 ; in degrees/sec 1296 TurnRateDamaged = 180 ; in degrees/sec 1297 Acceleration = 90 ; in dist/(sec^2) 1298 AccelerationDamaged = 80 ; in dist/(sec^2) 1299 Braking = 50 ; in dist/(sec^2) 1300 MinTurnSpeed = 20 ; in dist/sec 1301 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1302 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1303 Appearance = FOUR_WHEELS 1304 1305 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1306 BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1307 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1308 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1309 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1310 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1311 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1312 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1313 1314 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1315 CanMoveBackwards = Yes ; Can move backwards. 1316 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1317 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1318 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1319 End 1320 1321 ;------------------------------------------------------------------------------ 1322 Locomotor HumveeLocomotor 1323 Surfaces = GROUND 1324 Speed = 60 ; in dist/sec 1325 SpeedDamaged = 30 ; in dist/sec 1326 TurnRate = 180 ;120 ; in degrees/sec 1327 TurnRateDamaged = 180 ;120 ; in degrees/sec 1328 Acceleration = 1000 ;60 ; in dist/(sec^2) 1329 AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) 1330 Braking = 1000 ;60 ; in dist/(sec^2) 1331 MinTurnSpeed = 20 ; in dist/sec 1332 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1333 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1334 Appearance = FOUR_WHEELS 1335 StickToGround = No 1336 1337 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1338 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1339 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1340 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1341 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1342 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1343 1344 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1345 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1346 1347 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1348 CanMoveBackwards = Yes ; Can move backwards. 1349 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1350 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1351 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1352 1353 End 1354 1355 ;------------------------------------------------------------------------------ 1356 ;***************************** Cinematic-Only unit **************************** 1357 Locomotor CINE_USAHumveeLocomotor 1358 Surfaces = GROUND 1359 Speed = 60 ; in dist/sec 1360 SpeedDamaged = 30 ; in dist/sec 1361 TurnRate = 180 ;120 ; in degrees/sec 1362 TurnRateDamaged = 180 ;120 ; in degrees/sec 1363 Acceleration = 1000 ;60 ; in dist/(sec^2) 1364 AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) 1365 Braking = 1000 ;60 ; in dist/(sec^2) 1366 MinTurnSpeed = 20 ; in dist/sec 1367 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1368 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1369 Appearance = FOUR_WHEELS 1370 StickToGround = No 1371 1372 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1373 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1374 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1375 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1376 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1377 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1378 1379 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1380 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1381 1382 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1383 CanMoveBackwards = Yes ; Can move backwards. 1384 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1385 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1386 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1387 1388 End 1389 1390 ;------------------------------------------------------------------------------ 1391 ;*************************Required For GLA02 INTRO***************************** 1392 Locomotor CINE_ConvoyTruckLocomotor 1393 Surfaces = GROUND 1394 Speed = 25 ; in dist/sec 1395 SpeedDamaged = 25 ; in dist/sec 1396 TurnRate = 60 ; in degrees/sec 1397 TurnRateDamaged = 60 ; in degrees/sec 1398 Acceleration = 10 ; in dist/(sec^2) 1399 AccelerationDamaged = 10 ; in dist/(sec^2) 1400 Braking = 50 ; in dist/(sec^2) 1401 MinTurnSpeed = 0 ; in dist/sec 1402 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1403 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1404 Appearance = FOUR_WHEELS 1405 1406 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 1407 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1408 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1409 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1410 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1411 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1412 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1413 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1414 1415 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1416 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 1417 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 1418 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1419 1420 End 1421 1422 ;------------------------------------------------------------------------------ 1423 Locomotor RadarVanLocomotor 1424 Surfaces = GROUND 1425 Speed = 40 ; in dist/sec 1426 SpeedDamaged = 30 ; in dist/sec 1427 TurnRate = 180 ; in degrees/sec 1428 TurnRateDamaged = 180 ; in degrees/sec 1429 Acceleration = 50 ; in dist/(sec^2) 1430 AccelerationDamaged = 50 ; in dist/(sec^2) 1431 Braking = 50 ; in dist/(sec^2) 1432 MinTurnSpeed = 20 ; in dist/sec 1433 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1434 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1435 Appearance = FOUR_WHEELS 1436 1437 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 1438 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1439 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1440 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1441 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1442 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1443 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 1444 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1445 1446 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1447 MaximumWheelExtension = -1.5 ; Maximum distance the wheels will drop on the model. 1448 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 1449 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1450 End 1451 1452 ;------------------------------------------------------------------------------ 1453 Locomotor ToxinTruckLocomotor 1454 Surfaces = GROUND 1455 Speed = 30 ; in dist/sec 1456 SpeedDamaged = 20 ; in dist/sec 1457 TurnRate = 180 ; in degrees/sec 1458 TurnRateDamaged = 180 ; in degrees/sec 1459 Acceleration = 100 ;50 ; in dist/(sec^2) 1460 AccelerationDamaged = 100 ;50 ; in dist/(sec^2) 1461 Braking = 100 ;50 ; in dist/(sec^2) 1462 MinTurnSpeed = 20 ; in dist/sec 1463 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1464 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1465 Appearance = FOUR_WHEELS 1466 1467 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 1468 BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1469 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 1470 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 1471 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1472 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1473 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 1474 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1475 1476 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1477 MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. 1478 MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. 1479 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1480 End 1481 1482 ;------------------------------------------------------------------------------ 1483 Locomotor QuadCannonLocomotor 1484 Surfaces = GROUND 1485 Speed = 40 ; in dist/sec 1486 SpeedDamaged = 25 ; in dist/sec 1487 TurnRate = 180 ;90 ; in degrees/sec 1488 TurnRateDamaged = 180 ;60 ; in degrees/sec 1489 Acceleration = 1000 ;240 ; in dist/(sec^2) 1490 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 1491 Braking = 1000 ;50 ; in dist/(sec^2) 1492 MinTurnSpeed = 15 ; in dist/sec 1493 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1494 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1495 Appearance = FOUR_WHEELS 1496 ;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1497 1498 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 1499 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1500 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1501 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1502 PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1503 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1504 ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops. 1505 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1506 1507 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1508 MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. 1509 MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. 1510 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1511 1512 End 1513 1514 ;------------------------------------------------------------------------------ 1515 Locomotor TechnicalLocomotor 1516 Surfaces = GROUND 1517 Speed = 90 ; in dist/sec 1518 SpeedDamaged = 80 ; in dist/sec 1519 TurnRate = 180 ; in degrees/sec 1520 TurnRateDamaged = 180 ; in degrees/sec 1521 Acceleration = 100 ;90 ; in dist/(sec^2) 1522 AccelerationDamaged = 100 ;80 ; in dist/(sec^2) 1523 Braking = 50 ; in dist/(sec^2) 1524 MinTurnSpeed = 20 ; in dist/sec 1525 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1526 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1527 Appearance = FOUR_WHEELS 1528 ;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1529 1530 AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. 1531 BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1532 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1533 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1534 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1535 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1536 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1537 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1538 1539 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1540 CanMoveBackwards = Yes ; Can move backwards. 1541 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 1542 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 1543 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1544 1545 CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success 1546 ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success 1547 End 1548 1549 ;------------------------------------------------------------------------------ 1550 Locomotor ComancheLocomotor 1551 Surfaces = AIR 1552 Speed = 120 ; in dist/sec 1553 SpeedDamaged = 120 ; in dist/sec 1554 TurnRate = 180 ; in degrees/sec 1555 TurnRateDamaged = 180 ; in degrees/sec 1556 Acceleration = 60 ; in dist/(sec^2) 1557 AccelerationDamaged = 60 ; in dist/(sec^2) 1558 Lift = 120 ; in dist/(sec^2) 1559 LiftDamaged = 80 ; in dist/(sec^2) 1560 Braking = 240 ; in dist/(sec^2) 1561 MinTurnSpeed = 0 ; in dist/sec 1562 PreferredHeight = 100 1563 AllowAirborneMotiveForce = Yes 1564 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1565 Appearance = HOVER 1566 1567 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1568 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1569 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1570 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1571 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 1572 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1573 Apply2DFrictionWhenAirborne = Yes 1574 AirborneTargetingHeight = 30 1575 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 1576 End 1577 1578 ;------------------------------------------------------------------------------ 1579 Locomotor CINE_USA08_ComancheLocomotor 1580 Surfaces = AIR 1581 Speed = 120 ; in dist/sec 1582 SpeedDamaged = 120 ; in dist/sec 1583 TurnRate = 180 ; in degrees/sec 1584 TurnRateDamaged = 180 ; in degrees/sec 1585 Acceleration = 60 ; in dist/(sec^2) 1586 AccelerationDamaged = 60 ; in dist/(sec^2) 1587 Lift = 120 ; in dist/(sec^2) 1588 LiftDamaged = 80 ; in dist/(sec^2) 1589 Braking = 240 ; in dist/(sec^2) 1590 MinTurnSpeed = 0 ; in dist/sec 1591 PreferredHeight = 75 1592 AllowAirborneMotiveForce = Yes 1593 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1594 Appearance = HOVER 1595 1596 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1597 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1598 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1599 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1600 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 1601 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1602 Apply2DFrictionWhenAirborne = Yes 1603 AirborneTargetingHeight = 30 1604 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 1605 End 1606 1607 ;------------------------------------------------------------------------------ 1608 Locomotor BasicHelicopterTaxiLocomotor 1609 ; contrary to reality, helis need to be able to taxi (out of a hangar, at least) 1610 Surfaces = GROUND 1611 Speed = 30 ; in dist/sec 1612 SpeedDamaged = 30 ; in dist/sec 1613 TurnRate = 90 ; in degrees/sec 1614 TurnRateDamaged = 60 ; in degrees/sec 1615 Acceleration = 30 ; in dist/(sec^2) 1616 AccelerationDamaged = 8 ; in dist/(sec^2) 1617 Braking = 50 ; in dist/(sec^2) 1618 MinTurnSpeed = 0 ; in dist/sec 1619 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1620 Appearance = TREADS ; so we can turn in place... 1621 End 1622 1623 ;------------------------------------------------------------------------------ 1624 Locomotor A10ThunderboltLocomotor 1625 Surfaces = AIR 1626 Speed = 120 ;55 ; in dist/sec 1627 SpeedDamaged = 120 ;40 ; in dist/sec 1628 MinSpeed = 45 ; in dist/sec 1629 TurnRate = 200 ; in degrees/sec 1630 TurnRateDamaged = 90 ; in degrees/sec 1631 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 1632 Acceleration = 80 ; in dist/(sec^2) 1633 AccelerationDamaged = 50 ; in dist/(sec^2) 1634 Lift = 120 ; in dist/(sec^2) 1635 LiftDamaged = 80 ; in dist/(sec^2) 1636 Braking = 10 ; in dist/(sec^2) 1637 MinTurnSpeed = 70 ; in dist/sec 1638 PreferredHeight = 150 1639 AllowAirborneMotiveForce = Yes 1640 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1641 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 1642 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 1643 Appearance = WINGS 1644 1645 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 1646 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1647 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 1648 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1649 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1650 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1651 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1652 Apply2DFrictionWhenAirborne = Yes 1653 AirborneTargetingHeight = 30 1654 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 1655 End 1656 1657 ;------------------------------------------------------------------------------ 1658 Locomotor ChinookLocomotor 1659 Surfaces = AIR 1660 Speed = 150 ; in dist/sec 1661 SpeedDamaged = 60 ; in dist/sec 1662 TurnRate = 180 ; in degrees/sec 1663 TurnRateDamaged = 90 ; in degrees/sec 1664 Acceleration = 60 ; in dist/(sec^2) 1665 AccelerationDamaged = 30 ; in dist/(sec^2) 1666 Lift = 120 ; in dist/(sec^2) 1667 LiftDamaged = 80 ; in dist/(sec^2) 1668 Braking = 100 ; in dist/(sec^2) 1669 MinTurnSpeed = 0 ; in dist/sec 1670 PreferredHeight = 100 1671 AllowAirborneMotiveForce = Yes 1672 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1673 Appearance = HOVER 1674 1675 ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows 1676 ; us to "slide into place" (rather than turning) when we get close to our destination. 1677 ; the magnitude is basically the number of msec it would take us to reach the dest 1678 ; at our max speed; if we're under this threshold, we just slide into place... 1679 SlideIntoPlaceTime = 100 1680 1681 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1682 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1683 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1684 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1685 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1686 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1687 Apply2DFrictionWhenAirborne = Yes 1688 AirborneTargetingHeight = 30 1689 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 1690 End 1691 1692 ;------------------------------------------------------------------------------ 1693 Locomotor ArrowLocomotor 1694 Surfaces = AIR 1695 Speed = 60 ; in dist/sec 1696 SpeedDamaged = 60 ; in dist/sec 1697 TurnRate = 90 ; in degrees/sec 1698 TurnRateDamaged = 90 ; in degrees/sec 1699 Acceleration = 30 ; in dist/(sec^2) 1700 AccelerationDamaged = 30 ; in dist/(sec^2) 1701 Lift = 80 ; in dist/(sec^2) 1702 LiftDamaged = 80 ; in dist/(sec^2) 1703 Braking = 50 ; in dist/(sec^2) 1704 MinTurnSpeed = 0 ; in dist/sec 1705 PreferredHeight = 25 1706 PreferredHeightDamping = 1.0 1707 AllowAirborneMotiveForce = Yes 1708 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1709 Appearance = HOVER 1710 1711 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1712 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1713 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1714 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1715 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 1716 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1717 Apply2DFrictionWhenAirborne = Yes 1718 AirborneTargetingHeight = 20 1719 End 1720 1721 ;------------------------------------------------------------------------------ 1722 Locomotor B52Locomotor 1723 Surfaces = AIR 1724 Speed = 125 ;100 ; in dist/sec 1725 SpeedDamaged = 75 ; in dist/sec 1726 MinSpeed = 60 ; in dist/sec 1727 TurnRate = 25 ; in degrees/sec 1728 TurnRateDamaged = 10 ; in degrees/sec 1729 Acceleration = 60 ; in dist/(sec^2) 1730 AccelerationDamaged = 30 ; in dist/(sec^2) 1731 Lift = 120 ; in dist/(sec^2) 1732 LiftDamaged = 80 ; in dist/(sec^2) 1733 Braking = 20 ; in dist/(sec^2) 1734 MinTurnSpeed = 10 ; in dist/sec 1735 PreferredHeight = 180 ;100 1736 AllowAirborneMotiveForce = Yes 1737 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1738 Appearance = WINGS 1739 1740 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1741 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1742 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1743 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1744 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1745 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1746 Apply2DFrictionWhenAirborne = Yes 1747 AirborneTargetingHeight = 30 1748 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 1749 End 1750 1751 ;------------------------------------------------------------------------------ 1752 Locomotor CINE_USA08_B52Locomotor 1753 Surfaces = AIR 1754 Speed = 125 ;100 ; in dist/sec 1755 SpeedDamaged = 75 ; in dist/sec 1756 MinSpeed = 60 ; in dist/sec 1757 TurnRate = 25 ; in degrees/sec 1758 TurnRateDamaged = 10 ; in degrees/sec 1759 Acceleration = 60 ; in dist/(sec^2) 1760 AccelerationDamaged = 30 ; in dist/(sec^2) 1761 Lift = 120 ; in dist/(sec^2) 1762 LiftDamaged = 80 ; in dist/(sec^2) 1763 Braking = 20 ; in dist/(sec^2) 1764 MinTurnSpeed = 10 ; in dist/sec 1765 PreferredHeight = 75 1766 AllowAirborneMotiveForce = Yes 1767 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1768 Appearance = WINGS 1769 1770 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1771 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1772 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1773 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1774 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1775 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1776 Apply2DFrictionWhenAirborne = Yes 1777 AirborneTargetingHeight = 30 1778 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 1779 End 1780 1781 ;------------------------------------------------------------------------------ 1782 Locomotor MIGLocomotor 1783 Surfaces = AIR 1784 Speed = 160 1785 SpeedDamaged = 160 1786 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 1787 MinSpeed = 60 1788 TurnRate = 120 1789 TurnRateDamaged = 90 1790 Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) 1791 AccelerationDamaged = 30 1792 Lift = 120 1793 LiftDamaged = 80 1794 Braking = 10 1795 MinTurnSpeed = 150 1796 PreferredHeight = 100 1797 AllowAirborneMotiveForce = Yes 1798 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1799 CirclingRadius = 100 1800 Appearance = WINGS 1801 1802 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 1803 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1804 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 1805 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1806 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1807 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1808 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1809 Apply2DFrictionWhenAirborne = Yes 1810 AirborneTargetingHeight = 30 1811 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 1812 End 1813 1814 ;------------------------------------------------------------------------------ 1815 Locomotor ParachuteLocomotor 1816 Surfaces = AIR 1817 Speed = 60 ; in dist/sec 1818 SpeedDamaged = 60 ; in dist/sec 1819 TurnRate = 120 ; in degrees/sec 1820 TurnRateDamaged = 90 ; in degrees/sec 1821 Acceleration = 60 ; in dist/(sec^2) 1822 AccelerationDamaged = 60 ; in dist/(sec^2) 1823 Lift = 100 ; in dist/(sec^2) 1824 LiftDamaged = 10 ; in dist/(sec^2) 1825 Braking = 100 ; in dist/(sec^2) 1826 MinTurnSpeed = 0 ; in dist/sec 1827 PreferredHeight = -1 ; nonzero, so we go as low as possible 1828 SpeedLimitZ = 15 ; max speed we want to try to fall 1829 AllowAirborneMotiveForce = Yes 1830 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1831 Appearance = HOVER 1832 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1833 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 1834 PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1835 RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1836 Apply2DFrictionWhenAirborne = Yes 1837 Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) 1838 AirborneTargetingHeight = 30 1839 CloseEnoughDist = 50 1840 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back 1841 End 1842 1843 ;------------------------------------------------------------------------------ 1844 Locomotor CrateParachuteLocomotor 1845 Surfaces = AIR 1846 Speed = 60 ; in dist/sec 1847 SpeedDamaged = 60 ; in dist/sec 1848 TurnRate = 120 ; in degrees/sec 1849 TurnRateDamaged = 90 ; in degrees/sec 1850 Acceleration = 60 ; in dist/(sec^2) 1851 AccelerationDamaged = 60 ; in dist/(sec^2) 1852 Lift = 100 ; in dist/(sec^2) 1853 LiftDamaged = 10 ; in dist/(sec^2) 1854 Braking = 100 ; in dist/(sec^2) 1855 MinTurnSpeed = 0 ; in dist/sec 1856 PreferredHeight = -1 ; nonzero, so we go as low as possible 1857 SpeedLimitZ = 15 ; max speed we want to try to fall 1858 AllowAirborneMotiveForce = Yes 1859 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1860 Appearance = HOVER 1861 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1862 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 1863 PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1864 RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1865 Apply2DFrictionWhenAirborne = Yes 1866 Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) 1867 AirborneTargetingHeight = 30 1868 CloseEnoughDist = 50 1869 CloseEnoughDist3D = Yes 1870 End 1871 1872 ;------------------------------------------------------------------------------ 1873 ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, 1874 ; but there's a good reason: the Aurora moves so freakin' fast that it's really 1875 ; hard to (1) find a reliable drop location, and (2) actually get it close enough to 1876 ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle) 1877 ; navigation on the way down. This works pretty well and actually looks much better 1878 ; than you might think. (srj) 1879 Locomotor AuroraBombLocomotor 1880 Surfaces = AIR 1881 Speed = 480 ; in dist/sec 1882 MinSpeed = 240 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 1883 Acceleration = 960 ; in dist/(sec^2) 1884 Braking = 960 ; in dist/(sec^2) 1885 TurnRate = 960 ; in degrees/sec 1886 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 1887 AllowAirborneMotiveForce = Yes 1888 Appearance = THRUST 1889 End 1890 1891 ;------------------------------------------------------------------------------ 1892 Locomotor FreeFallLocomotor 1893 Surfaces = AIR 1894 Speed = 0 ; in dist/sec 1895 SpeedDamaged = 0 ; in dist/sec 1896 TurnRate = 0 ; in degrees/sec 1897 TurnRateDamaged = 0 ; in degrees/sec 1898 Acceleration = 0 ; in dist/(sec^2) 1899 AccelerationDamaged = 0 ; in dist/(sec^2) 1900 Lift = 0 ; in dist/(sec^2) 1901 LiftDamaged = 0 ; in dist/(sec^2) 1902 Braking = 0 ; in dist/(sec^2) 1903 MinTurnSpeed = 0 ; in dist/sec 1904 PreferredHeight = -1 ; nonzero, so we go as low as possible 1905 SpeedLimitZ = 999999 ; max speed we want to try to fall 1906 AllowAirborneMotiveForce = Yes 1907 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1908 Appearance = HOVER 1909 PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. 1910 RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. 1911 PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1912 RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1913 Apply2DFrictionWhenAirborne = No 1914 AirborneTargetingHeight = 30 1915 End 1916 1917 ;------------------------------------------------------------------------------ 1918 Locomotor CrateFreeFallLocomotor 1919 Surfaces = AIR 1920 Speed = 0 ; in dist/sec 1921 SpeedDamaged = 0 ; in dist/sec 1922 TurnRate = 0 ; in degrees/sec 1923 TurnRateDamaged = 0 ; in degrees/sec 1924 Acceleration = 0 ; in dist/(sec^2) 1925 AccelerationDamaged = 0 ; in dist/(sec^2) 1926 Lift = 0 ; in dist/(sec^2) 1927 LiftDamaged = 0 ; in dist/(sec^2) 1928 Braking = 0 ; in dist/(sec^2) 1929 MinTurnSpeed = 0 ; in dist/sec 1930 PreferredHeight = -1 ; nonzero, so we go as low as possible 1931 SpeedLimitZ = 999999 ; max speed we want to try to fall 1932 AllowAirborneMotiveForce = Yes 1933 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1934 Appearance = HOVER 1935 PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. 1936 RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. 1937 PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1938 RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1939 Apply2DFrictionWhenAirborne = No 1940 AirborneTargetingHeight = 30 1941 End 1942 1943 ;------------------------------------------------------------------------------ 1944 Locomotor AngryMobNexusLocomotor 1945 Surfaces = GROUND RUBBLE 1946 Speed = 18 ; in dist/sec 1947 SpeedDamaged = 18 ;10 ;30 ; in dist/sec 1948 TurnRate = 360 ; in degrees/sec 1949 TurnRateDamaged = 350 ; in degrees/sec 1950 Acceleration = 100 ; in dist/(sec^2) 1951 AccelerationDamaged = 50 ; in dist/(sec^2) 1952 Braking = 100 ; in dist/(sec^2) 1953 MinTurnSpeed = 0 ; in dist/sec 1954 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1955 Appearance = TWO_LEGS 1956 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 1957 End 1958 1959 ;------------------------------------------------------------------------------ 1960 Locomotor AngryMobNormalLocomotor 1961 Surfaces = GROUND RUBBLE 1962 Speed = 20 ;30 ; in dist/sec 1963 SpeedDamaged = 10 ;30 ; in dist/sec 1964 TurnRate = 500 ; in degrees/sec 1965 TurnRateDamaged = 500 ; in degrees/sec 1966 Acceleration = 100 ; in dist/(sec^2) 1967 AccelerationDamaged = 50 ; in dist/(sec^2) 1968 Braking = 100 ; in dist/(sec^2) 1969 MinTurnSpeed = 0 ; in dist/sec 1970 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1971 Appearance = TWO_LEGS 1972 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 1973 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 1974 End 1975 ;------------------------------------------------------------------------------ 1976 Locomotor AngryMobWanderLocomotor 1977 Surfaces = GROUND RUBBLE 1978 Speed = 13 ;;IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO MOBSTER CAN LET THE OTHERS CATCH UP 1979 SpeedDamaged = 10 ;30 ; in dist/sec 1980 TurnRate = 500 ; in degrees/sec 1981 TurnRateDamaged = 500 ; in degrees/sec 1982 Acceleration = 100 ; in dist/(sec^2) 1983 AccelerationDamaged = 50 ; in dist/(sec^2) 1984 Braking = 100 ; in dist/(sec^2) 1985 MinTurnSpeed = 0 ; in dist/sec 1986 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1987 Appearance = TWO_LEGS 1988 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 1989 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 1990 End 1991 ;------------------------------------------------------------------------------ 1992 Locomotor AngryMobPanicLocomotor 1993 Surfaces = GROUND RUBBLE 1994 Speed = 32 ;IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS 1995 SpeedDamaged = 10 ;30 ; in dist/sec 1996 TurnRate = 500 ; in degrees/sec 1997 TurnRateDamaged = 500 ; in degrees/sec 1998 Acceleration = 100 ; in dist/(sec^2) 1999 AccelerationDamaged = 50 ; in dist/(sec^2) 2000 Braking = 100 ; in dist/(sec^2) 2001 MinTurnSpeed = 0 ; in dist/sec 2002 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2003 Appearance = TWO_LEGS 2004 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2005 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 2006 End 2007 ;------------------------------------------------------------------------------ 2008 2009 2010 Locomotor DroneLocomotor 2011 Surfaces = AIR 2012 Speed = 60 ; in dist/sec 2013 SpeedDamaged = 30 ; in dist/sec 2014 MinSpeed = 0 ; in dist/sec 2015 TurnRate = 180 ; in degrees/sec 2016 TurnRateDamaged = 90 ; in degrees/sec 2017 Acceleration = 60 ; in dist/(sec^2) 2018 AccelerationDamaged = 30 ; in dist/(sec^2) 2019 Lift = 120 ; in dist/(sec^2) 2020 LiftDamaged = 80 ; in dist/(sec^2) 2021 Braking = 50 ; in dist/(sec^2) 2022 MinTurnSpeed = 10 ; in dist/sec 2023 PreferredHeight = 50 2024 AllowAirborneMotiveForce = Yes 2025 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2026 Appearance = HOVER 2027 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2028 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2029 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2030 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2031 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2032 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2033 Apply2DFrictionWhenAirborne = Yes 2034 AirborneTargetingHeight = 20 2035 End 2036 2037 ;------------------------------------------------------------------------------ 2038 Locomotor BattleDroneLocomotor 2039 Surfaces = AIR 2040 Speed = 40 ; in dist/sec 2041 SpeedDamaged = 20 ; in dist/sec 2042 MinSpeed = 0 ; in dist/sec 2043 TurnRate = 90 ; in degrees/sec 2044 TurnRateDamaged = 90 ; in degrees/sec 2045 Acceleration = 30 ; in dist/(sec^2) 2046 AccelerationDamaged = 15 ; in dist/(sec^2) 2047 Lift = 120 ; in dist/(sec^2) 2048 LiftDamaged = 80 ; in dist/(sec^2) 2049 Braking = 100 ; in dist/(sec^2) 2050 MinTurnSpeed = 20 ; in dist/sec 2051 PreferredHeight = 50 2052 AllowAirborneMotiveForce = Yes 2053 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2054 Appearance = HOVER 2055 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2056 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2057 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2058 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2059 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2060 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2061 Apply2DFrictionWhenAirborne = Yes 2062 AirborneTargetingHeight = 20 2063 End 2064 2065 ;------------------------------------------------------------------------------ 2066 ;This is a crazy version of the battle drone -- when he's repairing 2067 ;his master, he needs to zip around nearly instantly. Otherwise, 2068 ;he slowly drives around and wastes time. He's not intended to 2069 ;move far at all. 2070 ;------------------------------------------------------------------------------ 2071 Locomotor BattleDronePanicLocomotor 2072 Surfaces = AIR 2073 Speed = 140 ; in dist/sec 2074 SpeedDamaged = 140 ; in dist/sec 2075 MinSpeed = 0 ; in dist/sec 2076 TurnRate = 500 ; in degrees/sec 2077 TurnRateDamaged = 400 ; in degrees/sec 2078 Acceleration = 600 ; in dist/(sec^2) 2079 AccelerationDamaged = 400 ; in dist/(sec^2) 2080 Lift = 120 ; in dist/(sec^2) 2081 LiftDamaged = 80 ; in dist/(sec^2) 2082 Braking = 4000 ; in dist/(sec^2) 2083 MinTurnSpeed = 360 ; in dist/sec 2084 PreferredHeight = 50 2085 AllowAirborneMotiveForce = Yes 2086 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2087 Appearance = HOVER 2088 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2089 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2090 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2091 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2092 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2093 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2094 Apply2DFrictionWhenAirborne = Yes 2095 AirborneTargetingHeight = 20 2096 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back 2097 End 2098 2099 ;------------------------------------------------------------------------------ 2100 Locomotor BirdLocomotor 2101 Surfaces = AIR 2102 Speed = 60 ; in dist/sec 2103 SpeedDamaged = 50 ; in dist/sec 2104 MinSpeed = 35 ; in dist/sec 2105 TurnRate = 25 ; in degrees/sec 2106 TurnRateDamaged = 10 ; in degrees/sec 2107 Acceleration = 60 ; in dist/(sec^2) 2108 AccelerationDamaged = 30 ; in dist/(sec^2) 2109 Lift = 120 ; in dist/(sec^2) 2110 LiftDamaged = 80 ; in dist/(sec^2) 2111 Braking = 20 ; in dist/(sec^2) 2112 MinTurnSpeed = 10 ; in dist/sec 2113 PreferredHeight = 100 2114 AllowAirborneMotiveForce = Yes 2115 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2116 Appearance = WINGS 2117 2118 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2119 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2120 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2121 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2122 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2123 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2124 End 2125 2126 ;------------------------------------------------------------------------------ 2127 Locomotor WaterWaveLocomotor 2128 Surfaces = AIR 2129 Speed = 120 ; in dist/sec 2130 TurnRate = 20 ; in degrees/sec 2131 Acceleration = 500 ; in dist/(sec^2) 2132 Lift = 200 ; in dist/(sec^2) 2133 Braking = 500 ; in dist/(sec^2) 2134 MinTurnSpeed = 0 ; in dist/sec 2135 PreferredHeight = 10.4 2136 ZAxisBehavior = ABSOLUTE_HEIGHT 2137 AllowAirborneMotiveForce = Yes 2138 Apply2DFrictionWhenAirborne = Yes 2139 End 2140 2141 ;------------------------------------------------------------------------------ 2142 Locomotor AuroraJetLocomotor 2143 Surfaces = AIR 2144 Speed = 180 ; in dist/sec 2145 SpeedDamaged = 120 ; in dist/sec 2146 ; MinSpeed = 120 ; in dist/sec 2147 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2148 MinSpeed = 60 ; in dist/sec 2149 TurnRate = 180 ; in degrees/sec 2150 TurnRateDamaged = 90 ; in degrees/sec 2151 Acceleration = 180 ; in dist/(sec^2) 2152 AccelerationDamaged = 120 ; in dist/(sec^2) 2153 Lift = 120 ; in dist/(sec^2) 2154 LiftDamaged = 80 ; in dist/(sec^2) 2155 Braking = 10 ; in dist/(sec^2) 2156 MinTurnSpeed = 120 ; in dist/sec 2157 PreferredHeight = 100 2158 AllowAirborneMotiveForce = Yes 2159 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2160 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2161 Appearance = WINGS 2162 2163 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2164 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2165 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2166 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2167 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2168 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2169 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2170 Apply2DFrictionWhenAirborne = Yes 2171 AirborneTargetingHeight = 30 2172 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2173 End 2174 2175 ;------------------------------------------------------------------------------ 2176 Locomotor AuroraJetSluggishLocomotor 2177 Surfaces = AIR 2178 Speed = 120 ;90 ; in dist/sec 2179 SpeedDamaged = 120 ;60 ; in dist/sec 2180 MinSpeed = 60 ; in dist/sec 2181 TurnRate = 60 ; in degrees/sec 2182 TurnRateDamaged = 60 ; in degrees/sec 2183 Acceleration = 90 ; in dist/(sec^2) 2184 AccelerationDamaged = 60 ; in dist/(sec^2) 2185 Lift = 120 ; in dist/(sec^2) 2186 LiftDamaged = 80 ; in dist/(sec^2) 2187 ; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly 2188 Braking = 90 ; not much braking, so we go supersonic->sluggish slowly 2189 MinTurnSpeed = 60 ; in dist/sec 2190 PreferredHeight = 100 2191 AllowAirborneMotiveForce = Yes 2192 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2193 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2194 Appearance = WINGS 2195 2196 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2197 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2198 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2199 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2200 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2201 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2202 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2203 Apply2DFrictionWhenAirborne = Yes 2204 AirborneTargetingHeight = 30 2205 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2206 End 2207 2208 ;------------------------------------------------------------------------------ 2209 Locomotor AuroraJetSupersonicLocomotor 2210 Surfaces = AIR 2211 Speed = 600 ;480 ; in dist/sec 2212 SpeedDamaged = 350 ;240 ; in dist/sec 2213 MinSpeed = 60 ; in dist/sec 2214 TurnRate = 180 ; in degrees/sec 2215 TurnRateDamaged = 90 ; in degrees/sec 2216 Acceleration = 480 ; in dist/(sec^2) 2217 AccelerationDamaged = 240 ; in dist/(sec^2) 2218 Lift = 120 ; in dist/(sec^2) 2219 LiftDamaged = 80 ; in dist/(sec^2) 2220 Braking = 10 ; in dist/(sec^2) 2221 MinTurnSpeed = 180 ; in dist/sec 2222 PreferredHeight = 100 2223 AllowAirborneMotiveForce = Yes 2224 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2225 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2226 Appearance = WINGS 2227 2228 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2229 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2230 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2231 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2232 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2233 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2234 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2235 Apply2DFrictionWhenAirborne = Yes 2236 AirborneTargetingHeight = 30 2237 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2238 End 2239 2240 ;------------------------------------------------------------------------------ 2241 Locomotor StealthJetLocomotor 2242 Surfaces = AIR 2243 Speed = 175 ; in dist/sec 2244 SpeedDamaged = 120 ; in dist/sec 2245 ; MinSpeed = 120 ; in dist/sec 2246 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2247 MinSpeed = 60 ; in dist/sec 2248 TurnRate = 180 ; in degrees/sec 2249 TurnRateDamaged = 90 ; in degrees/sec 2250 Acceleration = 150 ; in dist/(sec^2) 2251 AccelerationDamaged = 30 ; in dist/(sec^2) 2252 Lift = 120 ; in dist/(sec^2) 2253 LiftDamaged = 80 ; in dist/(sec^2) 2254 Braking = 10 ; in dist/(sec^2) 2255 MinTurnSpeed = 150 ; in dist/sec 2256 PreferredHeight = 100 2257 AllowAirborneMotiveForce = Yes 2258 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2259 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2260 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 2261 Appearance = WINGS 2262 2263 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2264 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2265 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2266 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2267 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2268 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2269 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2270 Apply2DFrictionWhenAirborne = Yes 2271 AirborneTargetingHeight = 30 2272 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2273 End 2274 2275 ;------------------------------------------------------------------------------ 2276 Locomotor RaptorJetLocomotor 2277 Surfaces = AIR 2278 Speed = 175 ; in dist/sec 2279 SpeedDamaged = 120 ; in dist/sec 2280 ; MinSpeed = 80 ; in dist/sec 2281 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2282 MinSpeed = 60 ; in dist/sec 2283 TurnRate = 120 ; in degrees/sec 2284 TurnRateDamaged = 90 ; in degrees/sec 2285 Acceleration = 120 ; in dist/(sec^2) 2286 AccelerationDamaged = 30 ; in dist/(sec^2) 2287 Lift = 120 ; in dist/(sec^2) 2288 LiftDamaged = 80 ; in dist/(sec^2) 2289 Braking = 10 ; in dist/(sec^2) 2290 MinTurnSpeed = 150 ; in dist/sec 2291 PreferredHeight = 100 2292 AllowAirborneMotiveForce = Yes 2293 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2294 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2295 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 2296 Appearance = WINGS 2297 2298 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2299 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2300 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2301 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2302 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2303 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2304 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2305 Apply2DFrictionWhenAirborne = Yes 2306 AirborneTargetingHeight = 30 2307 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2308 End 2309 2310 ;------------------------------------------------------------------------------ 2311 Locomotor BasicJetTaxiLocomotor 2312 Surfaces = GROUND 2313 Speed = 50 ; in dist/sec 2314 SpeedDamaged = 50 ; in dist/sec 2315 TurnRate = 180 ; in degrees/sec 2316 TurnRateDamaged = 180 ; in degrees/sec 2317 Acceleration = 100 ; in dist/(sec^2) 2318 AccelerationDamaged = 100 ; in dist/(sec^2) 2319 Braking = 999999 ; in dist/(sec^2) 2320 MinTurnSpeed = 0 ; in dist/sec 2321 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2322 Appearance = TREADS ; so we can turn in place... 2323 End 2324 2325 ;------------------------------------------------------------------------------ 2326 Locomotor CINE_BasicJetTaxiLocomotor 2327 Surfaces = GROUND 2328 Speed = 30 ; in dist/sec 2329 SpeedDamaged = 30 ; in dist/sec 2330 TurnRate = 60 ; in degrees/sec 2331 TurnRateDamaged = 60 ; in degrees/sec 2332 Acceleration = 30 ; in dist/(sec^2) 2333 AccelerationDamaged = 30 ; in dist/(sec^2) 2334 Braking = 999999 ; in dist/(sec^2) 2335 MinTurnSpeed = 0 ; in dist/sec 2336 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2337 Appearance = TREADS ; so we can turn in place... 2338 End 2339 2340 ;------------------------------------------------------------------------------ 2341 Locomotor RocketBuggyMissileLocomotor 2342 Surfaces = AIR 2343 Speed = 225 ; in dist/sec 2344 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2345 Acceleration = 675 ; in dist/(sec^2) 2346 Braking = 0 ; in dist/(sec^2) 2347 TurnRate = 100 ; in degrees/sec 2348 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 2349 AllowAirborneMotiveForce = Yes 2350 Appearance = THRUST 2351 End 2352 2353 2354 ;------------------------------------------------------------------------------ 2355 ;------------------------------------------------------------------------------ 2356 Locomotor TunnelDefenderMissileLocomotor 2357 Surfaces = AIR 2358 Speed = 225 ; in dist/sec 2359 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2360 Acceleration = 675 ; in dist/(sec^2) 2361 Braking = 0 ; in dist/(sec^2) 2362 TurnRate = 100 ; in degrees /sec 2363 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 2364 AllowAirborneMotiveForce = Yes 2365 Appearance = THRUST 2366 End 2367 ;------------------------------------------ 2368 Locomotor TechnicalRPGMissileLocomotor 2369 Surfaces = AIR 2370 Speed = 225 ; in dist/sec 2371 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2372 Acceleration = 675 ; in dist/(sec^2) 2373 Braking = 0 ; in dist/(sec^2) 2374 TurnRate = 100 ; in degrees/sec 2375 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 2376 AllowAirborneMotiveForce = Yes 2377 Appearance = THRUST 2378 End 2379 ;------------------------------------------ 2380 Locomotor MissileDefenderMissileLocomotor 2381 Surfaces = AIR 2382 Speed = 225 ; in dist/sec 2383 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2384 Acceleration = 675 ; in dist/(sec^2) 2385 Braking = 0 ; in dist/(sec^2) 2386 TurnRate = 100 ; in degrees/sec 2387 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 2388 AllowAirborneMotiveForce = Yes 2389 Appearance = THRUST 2390 End 2391 ;------------------------------------------- 2392 Locomotor TankHunterMissileLocomotor 2393 Surfaces = AIR 2394 Speed = 225 ; in dist/sec 2395 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2396 Acceleration = 675 ; in dist/(sec^2) 2397 Braking = 0 ; in dist/(sec^2) 2398 TurnRate = 100 ; in degrees/sec 2399 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 2400 AllowAirborneMotiveForce = Yes 2401 Appearance = THRUST 2402 End 2403 2404 ;------------------------------------------------------------------------------ 2405 ;------------------------------------------------------------------------------ 2406 Locomotor TomahawkMissileLocomotor 2407 Surfaces = AIR 2408 Speed = 200 ; in dist/sec 2409 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2410 Acceleration = 675 ; in dist/(sec^2) 2411 Braking = 0 ; in dist/(sec^2) 2412 TurnRate = 540 ; in degrees/sec 2413 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 2414 AllowAirborneMotiveForce = Yes 2415 Appearance = THRUST 2416 PreferredHeight = 120 2417 AirborneTargetingHeight = 30 2418 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 2419 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 2420 End 2421 2422 ;------------------------------------------------------------------------------ 2423 Locomotor StingerMissileLocomotor 2424 Surfaces = AIR 2425 Speed = 400 ; in dist/sec 2426 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2427 Acceleration = 900 ; in dist/(sec^2) 2428 Braking = 0 ; in dist/(sec^2) 2429 TurnRate = 625 ; in degrees/sec 2430 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2431 AllowAirborneMotiveForce = Yes 2432 Appearance = THRUST 2433 CloseEnoughDist3D = No ; This allows the missile to fly over the target and come back 2434 End 2435 2436 ;------------------------------------------------------------------------------ 2437 Locomotor ComancheAntiTankMissileLocomotor 2438 Surfaces = AIR 2439 Speed = 225 ; in dist/sec 2440 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2441 Acceleration = 675 ; in dist/(sec^2) 2442 Braking = 0 ; in dist/(sec^2) 2443 TurnRate = 180 ; in degrees/sec 2444 MaxThrustAngle = 50 ; in degrees (NOT degrees/sec) 2445 AllowAirborneMotiveForce = Yes 2446 Appearance = THRUST 2447 End 2448 2449 ;------------------------------------------------------------------------------ 2450 Locomotor ComancheRocketPodLocomotor 2451 Surfaces = AIR 2452 Speed = 225 ; in dist/sec 2453 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2454 Acceleration = 675 ; in dist/(sec^2) 2455 Braking = 0 ; in dist/(sec^2) 2456 TurnRate = 180 ; in degrees/sec 2457 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 2458 AllowAirborneMotiveForce = Yes 2459 Appearance = THRUST 2460 End 2461 2462 ;------------------------------------------------------------------------------ 2463 Locomotor ScorpionMissileLocomotor 2464 Surfaces = AIR 2465 Speed = 150 ; in dist/sec 2466 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2467 Acceleration = 450 ; in dist/(sec^2) 2468 Braking = 0 ; in dist/(sec^2) 2469 TurnRate = 540 ; in degrees/sec 2470 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2471 AllowAirborneMotiveForce = Yes 2472 Appearance = THRUST 2473 End 2474 2475 ;------------------------------------------------------------------------------ 2476 Locomotor PatriotMissileLocomotor 2477 Surfaces = AIR 2478 Speed = 400 ; in dist/sec (silly if not faster than planes) 2479 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2480 Acceleration = 450 ; in dist/(sec^2) 2481 Braking = 0 ; in dist/(sec^2) 2482 TurnRate = 300 ; in degrees/sec 2483 MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) 2484 AllowAirborneMotiveForce = Yes 2485 Appearance = THRUST 2486 CloseEnoughDist = 1 ; 2487 End 2488 2489 ;------------------------------------------------------------------------------ 2490 Locomotor DragonTankFlameLocomotor 2491 Surfaces = AIR 2492 Speed = 300 ; in dist/sec 2493 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2494 Acceleration = 2160 ; in dist/(sec^2) 2495 Braking = 0 ; in dist/(sec^2) 2496 TurnRate = 5 ; in degrees/sec 2497 MaxThrustAngle = 1 ; in degrees (NOT degrees/sec) 2498 AllowAirborneMotiveForce = Yes 2499 Appearance = THRUST 2500 End 2501 2502 ;------------------------------------------------------------------------------ 2503 Locomotor ToxinTruckStreamLocomotor 2504 Surfaces = AIR 2505 Speed = 300 ; in dist/sec 2506 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2507 Acceleration = 2160 ; in dist/(sec^2) 2508 Braking = 0 ; in dist/(sec^2) 2509 TurnRate = 225 ; in degrees/sec 2510 MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) 2511 AllowAirborneMotiveForce = Yes 2512 Appearance = THRUST 2513 End 2514 2515 ;------------------------------------------------------------------------------ 2516 Locomotor FasterToxinTruckStreamLocomotor 2517 Surfaces = AIR 2518 Speed = 300 ; in dist/sec 2519 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2520 Acceleration = 2160 ; in dist/(sec^2) 2521 Braking = 0 ; in dist/(sec^2) 2522 TurnRate = 355 ; in degrees/sec 2523 MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) 2524 AllowAirborneMotiveForce = Yes 2525 Appearance = THRUST 2526 End 2527 2528 ;------------------------------------------------------------------------------ 2529 Locomotor ToxinTruckDribbleLocomotor 2530 Surfaces = AIR 2531 Speed = 300 ; in dist/sec 2532 MinSpeed = 1 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2533 Acceleration = 2160 ; in dist/(sec^2) 2534 Braking = 0 ; in dist/(sec^2) 2535 TurnRate = 900 ; in degrees/sec 2536 MaxThrustAngle = 360 ; in degrees (NOT degrees/sec) 2537 AllowAirborneMotiveForce = Yes 2538 Appearance = THRUST 2539 End 2540 2541 ;------------------------------------------------------------------------------ 2542 Locomotor AuroraJetMissileLocomotor 2543 Surfaces = AIR 2544 Speed = 300 ; in dist/sec 2545 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2546 Acceleration = 900 ; in dist/(sec^2) 2547 Braking = 0 ; in dist/(sec^2) 2548 TurnRate = 200 ; in degrees/sec 2549 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 2550 AllowAirborneMotiveForce = Yes 2551 Appearance = THRUST 2552 End 2553 2554 ;------------------------------------------------------------------------------ 2555 Locomotor A10ThunderboltMissileLocomotor 2556 Surfaces = AIR 2557 Speed = 240 ; in dist/sec 2558 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2559 Acceleration = 900 ; in dist/(sec^2) 2560 Braking = 0 ; in dist/(sec^2) 2561 TurnRate = 200 ; in degrees/sec 2562 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2563 AllowAirborneMotiveForce = Yes 2564 Appearance = THRUST 2565 End 2566 2567 ;------------------------------------------------------------------------------ 2568 Locomotor RaptorJetMissileLocomotor 2569 Surfaces = AIR 2570 Speed = 300 ; in dist/sec 2571 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2572 Acceleration = 900 ; in dist/(sec^2) 2573 Braking = 0 ; in dist/(sec^2) 2574 TurnRate = 200 ; in degrees/sec 2575 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 2576 AllowAirborneMotiveForce = Yes 2577 Appearance = THRUST 2578 End 2579 2580 ;------------------------------------------------------------------------------ 2581 Locomotor StealthJetMissileLocomotor 2582 Surfaces = AIR 2583 Speed = 300 ; in dist/sec 2584 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2585 Acceleration = 900 ; in dist/(sec^2) 2586 Braking = 0 ; in dist/(sec^2) 2587 TurnRate = 200 ; in degrees/sec 2588 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 2589 AllowAirborneMotiveForce = Yes 2590 Appearance = THRUST 2591 End 2592 2593 ;------------------------------------------------------------------------------ 2594 Locomotor NapalmMissileLocomotor 2595 Surfaces = AIR 2596 Speed = 300 ; in dist/sec 2597 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2598 Acceleration = 900 ; in dist/(sec^2) 2599 Braking = 0 ; in dist/(sec^2) 2600 TurnRate = 200 ; in degrees/sec 2601 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 2602 AllowAirborneMotiveForce = Yes 2603 Appearance = THRUST 2604 End 2605 2606 ;------------------------------------------------------------------------------ 2607 Locomotor LimoLocomotor 2608 Surfaces = GROUND 2609 Speed = 90 ; in dist/sec 2610 SpeedDamaged = 90 ; in dist/sec 2611 TurnRate = 120 ; in degrees/sec 2612 TurnRateDamaged = 120 ; in degrees/sec 2613 Acceleration = 30 ; in dist/(sec^2) 2614 AccelerationDamaged = 30 ; in dist/(sec^2) 2615 Braking = 50 ; in dist/(sec^2) 2616 MinTurnSpeed = 40 ; in dist/sec 2617 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2618 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2619 Appearance = FOUR_WHEELS 2620 2621 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 2622 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2623 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 2624 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 2625 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2626 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2627 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 2628 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2629 End 2630 2631 ;------------------------------------------------------------------------------ 2632 Locomotor InchForwardLocomotor 2633 Surfaces = GROUND RUBBLE 2634 Speed = 25 ; in dist/sec 2635 MinSpeed = 25 2636 TurnRate = 1 ; in degrees/sec 2637 TurnRateDamaged = 1 ; in degrees/sec 2638 Acceleration = 100 ; in dist/(sec^2) 2639 AccelerationDamaged = 100 ; in dist/(sec^2) 2640 Braking = 1 ; in dist/(sec^2) 2641 PreferredHeight = 1 2642 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2643 Appearance = HOVER 2644 StickToGround = Yes 2645 AllowAirborneMotiveForce = Yes 2646 End 2647 2648 ;------------------------------------------------------------------------------ 2649 Locomotor ChinaArtilleryBarrageCannonLocomotor 2650 Surfaces = AIR 2651 Speed = 150; ; in dist/sec 2652 SpeedDamaged = 150 ; in dist/sec 2653 MinSpeed = 150 ; in dist/sec 2654 TurnRate = 200 ; in degrees/sec 2655 TurnRateDamaged = 90 ; in degrees/sec 2656 MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) 2657 Acceleration = 80 ; in dist/(sec^2) 2658 AccelerationDamaged = 50 ; in dist/(sec^2) 2659 Lift = 120 ; in dist/(sec^2) 2660 LiftDamaged = 80 ; in dist/(sec^2) 2661 Braking = 10 ; in dist/(sec^2) 2662 MinTurnSpeed = 70 ; in dist/sec 2663 PreferredHeight = 500 2664 AllowAirborneMotiveForce = Yes 2665 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2666 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2667 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 2668 Appearance = WINGS 2669 2670 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2671 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2672 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2673 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2674 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2675 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2676 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2677 Apply2DFrictionWhenAirborne = Yes 2678 AirborneTargetingHeight = 30 2679 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2680 End 2681 2682 ;----------------------------------------------------------------------------------- 2683 Locomotor AmericaVehicleDozerLocomotor 2684 Surfaces = GROUND 2685 Speed = 30 ; in dist/sec 2686 SpeedDamaged = 25 ; in dist/sec 2687 TurnRate = 90 ; in degrees/sec 2688 TurnRateDamaged = 60 ; in degrees/sec 2689 Acceleration = 30 ; in dist/(sec^2) 2690 AccelerationDamaged = 8 ; in dist/(sec^2) 2691 Braking = 50 ; in dist/(sec^2) 2692 MinTurnSpeed = 25 ; in dist/sec 2693 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2694 Appearance = FOUR_WHEELS 2695 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2696 2697 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2698 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2699 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2700 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2701 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2702 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2703 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2704 2705 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2706 CanMoveBackwards = Yes ; Can move backwards. 2707 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 2708 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 2709 FrontWheelTurnAngle = 30 2710 ; How many degrees the front wheels can turn. 2711 End 2712 2713 ;----------------------------------------------------------------------------------------- 2714 Locomotor ChinaVehicleDozerLocomotor 2715 Surfaces = GROUND 2716 Speed = 30 ; in dist/sec 2717 SpeedDamaged = 25 ; in dist/sec 2718 TurnRate = 90 ; in degrees/sec 2719 TurnRateDamaged = 60 ; in degrees/sec 2720 Acceleration = 30 ; in dist/(sec^2) 2721 AccelerationDamaged = 8 ; in dist/(sec^2) 2722 Braking = 50 ; in dist/(sec^2) 2723 MinTurnSpeed = 0 ; in dist/sec 2724 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2725 Appearance = TREADS 2726 2727 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2728 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2729 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2730 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2731 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2732 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2733 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2734 End 2735 2736 ;-------------------------------------------------------------------------------------------------- 2737 Locomotor ChinaNukeCannonLocomotor 2738 Surfaces = GROUND 2739 Speed = 20 ; in dist/sec 2740 SpeedDamaged = 20 ; in dist/sec 2741 TurnRate = 90 ; in degrees/sec 2742 TurnRateDamaged = 60 ; in degrees/sec 2743 Acceleration = 30 ; in dist/(sec^2) 2744 AccelerationDamaged = 8 ; in dist/(sec^2) 2745 Braking = 50 ; in dist/(sec^2) 2746 MinTurnSpeed = 0 ; in dist/sec 2747 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2748 Appearance = TREADS 2749 2750 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2751 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2752 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2753 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2754 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2755 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2756 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2757 End 2758 2759 ;------------------------------------------------------------------------------ 2760 Locomotor AvalancheLocomotor 2761 Surfaces = GROUND RUBBLE CLIFF WATER ;AIR 2762 Speed = 45 ; in dist/sec 2763 TurnRate = 360 ; in degrees/sec 2764 Acceleration = 10 ; in dist/(sec^2) 2765 Braking = 10 ; in dist/(sec^2) 2766 MinTurnSpeed = 0 ; in dist/sec 2767 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2768 Appearance = TWO_LEGS 2769 DownhillOnly = Yes 2770 2771 2772 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 2773 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2774 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 2775 RollStiffness = 0.9 ; stiffness of the "springs" in the suspension side to side. 2776 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2777 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2778 UniformAxialDamping = 0.001 ; helium like driftiness 2779 2780 2781 2782 End 2783 2784 ;------------------------------------------------------------------------------ 2785 ; ************************** Cinematic-only unit ***************************** 2786 Locomotor CINE_JarmenKellLocomotor 2787 Surfaces = GROUND RUBBLE 2788 Speed = 30 ; in dist/sec 2789 SpeedDamaged = 20 ; in dist/sec 2790 TurnRate = 500 ; in degrees/sec 2791 TurnRateDamaged = 500 ; in degrees/sec 2792 Acceleration = 100 ; in dist/(sec^2) 2793 AccelerationDamaged = 50 ; in dist/(sec^2) 2794 Braking = 100 ; in dist/(sec^2) 2795 MinTurnSpeed = 0 ; in dist/sec 2796 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2797 Appearance = TWO_LEGS 2798 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2799 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 2800 End 2801 2802 ;------------------------------------------------------------------------------ 2803 ; ************************** Cinematic-only unit ***************************** 2804 Locomotor CINE_TroopCrawlerLocomotor 2805 Surfaces = GROUND 2806 Speed = 40 ; in dist/sec 2807 SpeedDamaged = 30 ; in dist/sec 2808 TurnRate = 120 ;90 ; in degrees/sec 2809 TurnRateDamaged = 120 ;60 ; in degrees/sec 2810 Acceleration = 1000 ;400 ; in dist/(sec^2) 2811 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 2812 Braking = 1000 ;50 ; in dist/(sec^2) 2813 MinTurnSpeed = 25 ; in dist/sec 2814 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2815 Appearance = FOUR_WHEELS 2816 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2817 2818 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2819 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2820 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2821 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2822 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2823 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2824 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2825 2826 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2827 CanMoveBackwards = Yes ; Can move backwards. 2828 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 2829 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 2830 FrontWheelTurnAngle = 30 2831 ; How many degrees the front wheels can turn. 2832 End 2833 2834 ;------------------------------------------------------------------------------ 2835 ; ************************** Cinematic-only unit ***************************** 2836 Locomotor CINE_RedguardLocomotor 2837 Surfaces = GROUND RUBBLE 2838 Speed = 25 ;30 ; in dist/sec 2839 SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 2840 TurnRate = 500 ; in degrees/sec 2841 TurnRateDamaged = 500 ; in degrees/sec 2842 Acceleration = 100 ; in dist/(sec^2) 2843 AccelerationDamaged = 50 ; in dist/(sec^2) 2844 Braking = 150 ; in dist/(sec^2) 2845 MinTurnSpeed = 0 ; in dist/sec 2846 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2847 Appearance = TWO_LEGS 2848 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2849 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger. 2850 End 2851 2852 ;------------------------------------------------------------------------------ 2853 ; *************************** Cinematic-only unit ***************************** 2854 Locomotor CINE_BattleMasterLocomotor 2855 Surfaces = GROUND 2856 Speed = 25 ; in dist/sec 2857 SpeedDamaged = 25 ; in dist/sec 2858 TurnRate = 180 ;90 ; in degrees/sec 2859 TurnRateDamaged = 180 ;60 ; in degrees/sec 2860 Acceleration = 1000 ;240 ; in dist/(sec^2) 2861 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 2862 Braking = 1000 ;50 ; in dist/(sec^2) 2863 MinTurnSpeed = 0 ; in dist/sec 2864 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2865 Appearance = TREADS 2866 2867 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2868 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2869 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2870 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2871 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2872 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2873 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2874 End 2875 2876 ;------------------------------------------------------------------------------ 2877 ; *************************** Cinematic-only unit ***************************** 2878 Locomotor CINE_B52Locomotor 2879 Surfaces = AIR 2880 Speed = 125 ;100 ; in dist/sec 2881 SpeedDamaged = 75 ; in dist/sec 2882 MinSpeed = 60 ; in dist/sec 2883 TurnRate = 25 ; in degrees/sec 2884 TurnRateDamaged = 10 ; in degrees/sec 2885 Acceleration = 60 ; in dist/(sec^2) 2886 AccelerationDamaged = 30 ; in dist/(sec^2) 2887 Lift = 120 ; in dist/(sec^2) 2888 LiftDamaged = 80 ; in dist/(sec^2) 2889 Braking = 20 ; in dist/(sec^2) 2890 MinTurnSpeed = 10 ; in dist/sec 2891 PreferredHeight = 100 2892 AllowAirborneMotiveForce = Yes 2893 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2894 Appearance = WINGS 2895 2896 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2897 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2898 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2899 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2900 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2901 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2902 Apply2DFrictionWhenAirborne = Yes 2903 AirborneTargetingHeight = 30 2904 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 2905 End 2906 2907 ;------------------------------------------------------------------------------ 2908 ; *************************** Cinematic-only unit ***************************** 2909 Locomotor CINE_BasicHumanLocomotor 2910 Surfaces = GROUND RUBBLE 2911 Speed = 20 ;30 ; in dist/sec 2912 SpeedDamaged = 10 ;30 ; in dist/sec 2913 TurnRate = 500 ; in degrees/sec 2914 TurnRateDamaged = 500 ; in degrees/sec 2915 Acceleration = 100 ; in dist/(sec^2) 2916 AccelerationDamaged = 50 ; in dist/(sec^2) 2917 Braking = 100 ; in dist/(sec^2) 2918 MinTurnSpeed = 0 ; in dist/sec 2919 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2920 Appearance = TWO_LEGS 2921 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2922 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 2923 End 2924 2925 ;------------------------------------------------------------------------------ 2926 ; *************************** Cinematic-only unit ***************************** 2927 Locomotor CINE_MissileDefenderLocomotor 2928 Surfaces = GROUND RUBBLE 2929 Speed = 20 ;30 ; in dist/sec 2930 SpeedDamaged = 10 ;30 ; in dist/sec 2931 TurnRate = 500 ; in degrees/sec 2932 TurnRateDamaged = 500 ; in degrees/sec 2933 Acceleration = 100 ; in dist/(sec^2) 2934 AccelerationDamaged = 50 ; in dist/(sec^2) 2935 Braking = 100 ; in dist/(sec^2) 2936 MinTurnSpeed = 0 ; in dist/sec 2937 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2938 Appearance = TWO_LEGS 2939 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2940 GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery 2941 End 2942 2943 ;------------------------------------------------------------------------------ 2944 ; ************************* Cinematic-only unit ******************************* 2945 Locomotor CINE_TechnicalLocomotor 2946 Surfaces = GROUND 2947 Speed = 90 ; in dist/sec 2948 SpeedDamaged = 80 ; in dist/sec 2949 TurnRate = 180 ; in degrees/sec 2950 TurnRateDamaged = 180 ; in degrees/sec 2951 Acceleration = 100 ;90 ; in dist/(sec^2) 2952 AccelerationDamaged = 100 ;80 ; in dist/(sec^2) 2953 Braking = 50 ; in dist/(sec^2) 2954 MinTurnSpeed = 20 ; in dist/sec 2955 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2956 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2957 Appearance = FOUR_WHEELS 2958 2959 AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. 2960 BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2961 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2962 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 2963 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2964 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2965 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 2966 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2967 2968 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2969 CanMoveBackwards = Yes ; Can move backwards. 2970 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 2971 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 2972 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 2973 2974 CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success 2975 ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success 2976 End 2977 2978 ;------------------------------------------------------------------------------ 2979 ; ************************* Cinematic-only unit ******************************* 2980 Locomotor CINE_ComancheLocomotor 2981 Surfaces = AIR 2982 Speed = 120 ; in dist/sec 2983 SpeedDamaged = 120 ; in dist/sec 2984 TurnRate = 180 ; in degrees/sec 2985 TurnRateDamaged = 180 ; in degrees/sec 2986 Acceleration = 60 ; in dist/(sec^2) 2987 AccelerationDamaged = 60 ; in dist/(sec^2) 2988 Lift = 120 ; in dist/(sec^2) 2989 LiftDamaged = 80 ; in dist/(sec^2) 2990 Braking = 240 ; in dist/(sec^2) 2991 MinTurnSpeed = 0 ; in dist/sec 2992 PreferredHeight = 100 2993 AllowAirborneMotiveForce = Yes 2994 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2995 Appearance = HOVER 2996 2997 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2998 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2999 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3000 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3001 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 3002 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3003 Apply2DFrictionWhenAirborne = Yes 3004 AirborneTargetingHeight = 30 3005 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 3006 End 3007 3008 ;------------------------------------------------------------------------------ 3009 ;************************* Cinematic-only unit ******************************** 3010 Locomotor CINE_ScorpionLocomotor 3011 Surfaces = GROUND 3012 Speed = 25 ; in dist/sec 3013 SpeedDamaged = 25 ; in dist/sec 3014 TurnRate = 60 ; in degrees/sec 3015 TurnRateDamaged = 60 ; in degrees/sec 3016 Acceleration = 8 ; in dist/(sec^2) 3017 AccelerationDamaged = 8 ; in dist/(sec^2) 3018 Braking = 50 ; in dist/(sec^2) 3019 MinTurnSpeed = 0 ; in dist/sec 3020 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3021 Appearance = TREADS 3022 3023 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3024 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3025 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3026 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3027 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3028 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3029 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3030 End 3031 3032 ;------------------------------------------------------------------------------ 3033 ;************************* Cinematic-only unit ******************************** 3034 Locomotor CINE_HumveeLocomotor 3035 Surfaces = GROUND 3036 Speed = 25 ; in dist/sec 3037 SpeedDamaged = 25 ; in dist/sec 3038 TurnRate = 120 ; in degrees/sec 3039 TurnRateDamaged = 120 ; in degrees/sec 3040 Acceleration = 10 ; in dist/(sec^2) 3041 AccelerationDamaged = 10 ; in dist/(sec^2) 3042 Braking = 50 ; in dist/(sec^2) 3043 MinTurnSpeed = 20 ; in dist/sec 3044 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3045 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3046 Appearance = FOUR_WHEELS 3047 StickToGround = No 3048 3049 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 3050 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3051 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 3052 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3053 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3054 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3055 3056 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 3057 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 3058 3059 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3060 CanMoveBackwards = Yes ; Can move backwards. 3061 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 3062 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 3063 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3064 3065 End 3066 3067 ;------------------------------------------------------------------------------ 3068 ;************************* Cinematic-only unit ******************************** 3069 Locomotor CINE_MIGLocomotor 3070 Surfaces = AIR 3071 Speed = 160 3072 SpeedDamaged = 160 3073 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 3074 MinSpeed = 60 3075 TurnRate = 120 3076 TurnRateDamaged = 90 3077 Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) 3078 AccelerationDamaged = 30 3079 Lift = 120 3080 LiftDamaged = 80 3081 Braking = 10 3082 MinTurnSpeed = 150 3083 PreferredHeight = 100 3084 AllowAirborneMotiveForce = Yes 3085 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3086 CirclingRadius = 100 3087 Appearance = WINGS 3088 3089 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3090 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3091 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3092 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3093 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3094 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3095 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3096 Apply2DFrictionWhenAirborne = Yes 3097 AirborneTargetingHeight = 30 3098 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3099 End 3100 3101 ;------------------------------------------------------------------------------ 3102 ; **************************** Cinematic-only unit **************************** 3103 Locomotor CINE_BasicCarLocomotor 3104 Surfaces = GROUND 3105 Speed = 90 ; in dist/sec 3106 SpeedDamaged = 90 ; in dist/sec 3107 TurnRate = 120 ; in degrees/sec 3108 TurnRateDamaged = 120 ; in degrees/sec 3109 Acceleration = 30 ; in dist/(sec^2) 3110 AccelerationDamaged = 30 ; in dist/(sec^2) 3111 Braking = 50 ; in dist/(sec^2) 3112 MinTurnSpeed = 40 ; in dist/sec 3113 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3114 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3115 Appearance = FOUR_WHEELS 3116 3117 AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. 3118 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3119 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3120 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3121 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3122 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3123 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 3124 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3125 End 3126 3127 ;------------------------------------------------------------------------------ 3128 ;************************** Cinematic-only unit ******************************* 3129 Locomotor CINE_ColonelBurtonGroundLocomotor 3130 Surfaces = GROUND RUBBLE 3131 Speed = 30 ; in dist/sec 3132 SpeedDamaged = 20 ; in dist/sec 3133 TurnRate = 500 ; in degrees/sec 3134 TurnRateDamaged = 500 ; in degrees/sec 3135 Acceleration = 100 ; in dist/(sec^2) 3136 AccelerationDamaged = 50 ; in dist/(sec^2) 3137 Braking = 100 ; in dist/(sec^2) 3138 MinTurnSpeed = 0 ; in dist/sec 3139 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3140 Appearance = TWO_LEGS 3141 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3142 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 3143 End 3144 3145 ;------------------------------------------------------------------------------ 3146 ;************************** Cinematic-only unit ******************************* 3147 Locomotor CINE_ColonelBurtonCliffLocomotor 3148 Surfaces = CLIFF 3149 Speed = 20 ; in dist/sec 3150 SpeedDamaged = 15 ; in dist/sec 3151 TurnRate = 360 ; in degrees/sec 3152 TurnRateDamaged = 350 ; in degrees/sec 3153 Acceleration = 100 ; in dist/(sec^2) 3154 AccelerationDamaged = 50 ; in dist/(sec^2) 3155 Braking = 100 ; in dist/(sec^2) 3156 MinTurnSpeed = 0 ; in dist/sec 3157 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3158 Appearance = CLIMBER 3159 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3160 End 3161 3162 ;------------------------------------------------------------------------------ 3163 ;************************** Cinematic-only unit ******************************* 3164 Locomotor CINE_QuadCannonLocomotor 3165 Surfaces = GROUND 3166 Speed = 40 ; in dist/sec 3167 SpeedDamaged = 25 ; in dist/sec 3168 TurnRate = 180 ;90 ; in degrees/sec 3169 TurnRateDamaged = 180 ;60 ; in degrees/sec 3170 Acceleration = 1000 ;240 ; in dist/(sec^2) 3171 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 3172 Braking = 1000 ;50 ; in dist/(sec^2) 3173 MinTurnSpeed = 15 ; in dist/sec 3174 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3175 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3176 Appearance = FOUR_WHEELS 3177 3178 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 3179 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3180 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 3181 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3182 PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3183 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3184 ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops. 3185 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3186 3187 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3188 MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. 3189 MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. 3190 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3191 3192 End 3193 3194 ;------------------------------------------------------------------------------ 3195 ;************************** Cinematic-only unit ******************************* 3196 Locomotor CINE_ScudLauncherLocomotor 3197 Surfaces = GROUND 3198 Speed = 20 ; in dist/sec 3199 SpeedDamaged = 15 ; in dist/sec 3200 TurnRate = 50 ; in degrees/sec 3201 TurnRateDamaged = 45 ; in degrees/sec 3202 Acceleration = 160 ; in dist/(sec^2) 3203 AccelerationDamaged = 120 ; in dist/(sec^2) 3204 Braking = 50 ; in dist/(sec^2) 3205 MinTurnSpeed = 15 ; in dist/sec 3206 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3207 3208 ;Appearance = TREADS 3209 Appearance = FOUR_WHEELS 3210 TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3211 3212 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3213 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3214 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3215 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3216 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3217 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3218 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3219 3220 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3221 CanMoveBackwards = Yes ; Can move backwards. 3222 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 3223 MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. 3224 FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. 3225 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 3226 3227 End 3228 3229 ;------------------------------------------------------------------------------ 3230 ;*************************** Cinematic-only unit ****************************** 3231 Locomotor CINE_BombTruckLocomotor 3232 Surfaces = GROUND 3233 Speed = 50 ; in dist/sec 3234 SpeedDamaged = 50 ; in dist/sec 3235 TurnRate = 90 ; in degrees/sec 3236 TurnRateDamaged = 60 ; in degrees/sec 3237 Acceleration = 1000 ;400 ; in dist/(sec^2) 3238 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 3239 Braking = 1000 ;50 ; in dist/(sec^2) 3240 MinTurnSpeed = 0 ; in dist/sec 3241 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3242 Appearance = TREADS 3243 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3244 3245 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3246 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3247 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3248 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3249 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3250 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3251 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3252 End 3253 3254 ;------------------------------------------------------------------------------ 3255 ;*************************** Cinematic-only unit ****************************** 3256 Locomotor CINE_ChinookLocomotor 3257 Surfaces = AIR 3258 Speed = 150 ; in dist/sec 3259 SpeedDamaged = 60 ; in dist/sec 3260 TurnRate = 180 ; in degrees/sec 3261 TurnRateDamaged = 90 ; in degrees/sec 3262 Acceleration = 60 ; in dist/(sec^2) 3263 AccelerationDamaged = 30 ; in dist/(sec^2) 3264 Lift = 120 ; in dist/(sec^2) 3265 LiftDamaged = 80 ; in dist/(sec^2) 3266 Braking = 100 ; in dist/(sec^2) 3267 MinTurnSpeed = 0 ; in dist/sec 3268 PreferredHeight = 100 3269 AllowAirborneMotiveForce = Yes 3270 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3271 Appearance = HOVER 3272 3273 ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows 3274 ; us to "slide into place" (rather than turning) when we get close to our destination. 3275 ; the magnitude is basically the number of msec it would take us to reach the dest 3276 ; at our max speed; if we're under this threshold, we just slide into place... 3277 SlideIntoPlaceTime = 100 3278 3279 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3280 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 3281 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3282 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3283 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 3284 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3285 Apply2DFrictionWhenAirborne = Yes 3286 AirborneTargetingHeight = 30 3287 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 3288 End 3289 3290 ;------------------------------------------------------------------------------ 3291 ;************************** Cinematic-only unit ******************************* 3292 Locomotor CINE_DragonLocomotor 3293 Surfaces = GROUND 3294 Speed = 30 ; in dist/sec 3295 SpeedDamaged = 25 ; in dist/sec 3296 TurnRate = 180 ;90 ; in degrees/sec 3297 TurnRateDamaged = 180 ;60 ; in degrees/sec 3298 Acceleration = 1000 ;240 ; in dist/(sec^2) 3299 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 3300 Braking = 1000 ;50 ; in dist/(sec^2) 3301 MinTurnSpeed = 0 ; in dist/sec 3302 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3303 Appearance = TREADS 3304 3305 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3306 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3307 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3308 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3309 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3310 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3311 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3312 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets. 3313 End 3314 3315 ;------------------------------------------------------------------------------ 3316 ;************************ Cinematic-only unit ********************************* 3317 Locomotor CINE_SupplyTruckLocomotor 3318 Surfaces = GROUND 3319 Speed = 40 ; in dist/sec 3320 SpeedDamaged = 20 ; in dist/sec 3321 TurnRate = 90 ; in degrees/sec 3322 TurnRateDamaged = 60 ; in degrees/sec 3323 Acceleration = 240 ; in dist/(sec^2) 3324 AccelerationDamaged = 180 ; in dist/(sec^2) 3325 Braking = 50 ; in dist/(sec^2) 3326 MinTurnSpeed = 15 ; in dist/sec 3327 TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3328 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3329 Appearance = FOUR_WHEELS 3330 3331 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 3332 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3333 PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back. 3334 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3335 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3336 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3337 ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops. 3338 LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. 3339 3340 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3341 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 3342 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 3343 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3344 3345 End 3346 3347 ;------------------------------------------------------------------------------ 3348 ;************************ Cinematic-only unit ********************************* 3349 Locomotor CINE_BlackLotusLocomotor 3350 Surfaces = GROUND RUBBLE 3351 Speed = 30 ; in dist/sec 3352 SpeedDamaged = 20 ; in dist/sec 3353 TurnRate = 500 ; in degrees/sec 3354 TurnRateDamaged = 500 ; in degrees/sec 3355 Acceleration = 100 ; in dist/(sec^2) 3356 AccelerationDamaged = 50 ; in dist/(sec^2) 3357 Braking = 100 ; in dist/(sec^2) 3358 MinTurnSpeed = 0 ; in dist/sec 3359 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3360 Appearance = TWO_LEGS 3361 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3362 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 3363 End 3364 3365 ;------------------------------------------------------------------------------ 3366 ;*************************** Cinematic-only unit ****************************** 3367 Locomotor CINE_StealthJetLocomotor 3368 Surfaces = AIR 3369 Speed = 175 ; in dist/sec 3370 SpeedDamaged = 120 ; in dist/sec 3371 ; MinSpeed = 120 ; in dist/sec 3372 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 3373 MinSpeed = 60 ; in dist/sec 3374 TurnRate = 180 ; in degrees/sec 3375 TurnRateDamaged = 90 ; in degrees/sec 3376 Acceleration = 150 ; in dist/(sec^2) 3377 AccelerationDamaged = 30 ; in dist/(sec^2) 3378 Lift = 120 ; in dist/(sec^2) 3379 LiftDamaged = 80 ; in dist/(sec^2) 3380 Braking = 10 ; in dist/(sec^2) 3381 MinTurnSpeed = 150 ; in dist/sec 3382 PreferredHeight = 100 3383 AllowAirborneMotiveForce = Yes 3384 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3385 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 3386 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 3387 Appearance = WINGS 3388 3389 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3390 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3391 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3392 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3393 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3394 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3395 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3396 Apply2DFrictionWhenAirborne = Yes 3397 AirborneTargetingHeight = 30 3398 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3399 End 3400 3401 ;------------------------------------------------------------------------------ 3402 ;*********************** Cinematic-only unit ********************************** 3403 Locomotor CINE_FastHumanLocomotor 3404 Surfaces = GROUND RUBBLE 3405 Speed = 25 ;30 ; in dist/sec 3406 SpeedDamaged = 15 ;30 ; in dist/sec 3407 TurnRate = 500 ; in degrees/sec 3408 TurnRateDamaged = 500 ; in degrees/sec 3409 Acceleration = 100 ; in dist/(sec^2) 3410 AccelerationDamaged = 50 ; in dist/(sec^2) 3411 Braking = 100 ; in dist/(sec^2) 3412 MinTurnSpeed = 0 ; in dist/sec 3413 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3414 Appearance = TWO_LEGS 3415 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3416 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 3417 End 3418 3419 ;------------------------------------------------------------------------------ 3420 ;**************************** Cinematic-only unit ***************************** 3421 Locomotor CINE_ToxinTruckLocomotor 3422 Surfaces = GROUND 3423 Speed = 30 ; in dist/sec 3424 SpeedDamaged = 20 ; in dist/sec 3425 TurnRate = 180 ; in degrees/sec 3426 TurnRateDamaged = 180 ; in degrees/sec 3427 Acceleration = 100 ;50 ; in dist/(sec^2) 3428 AccelerationDamaged = 100 ;50 ; in dist/(sec^2) 3429 Braking = 100 ;50 ; in dist/(sec^2) 3430 MinTurnSpeed = 20 ; in dist/sec 3431 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3432 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3433 Appearance = FOUR_WHEELS 3434 3435 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 3436 BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3437 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3438 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 3439 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3440 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3441 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 3442 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3443 3444 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3445 MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. 3446 MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. 3447 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3448 End 3449 3450 ; ************** Nova Locomotors ************** 3451 3452 ;------------------------------------------------------------------------------ 3453 Locomotor CobraLocomotor 3454 Surfaces = GROUND 3455 Speed = 60 ; in dist/sec 3456 SpeedDamaged = 45 ; in dist/sec 3457 TurnRate = 200 ; in degrees/sec 3458 TurnRateDamaged = 180 ; in degrees/sec 3459 Acceleration = 1200 ; in dist/(sec^2) 3460 AccelerationDamaged = 1000 ; in dist/(sec^2) 3461 Braking = 1200 ; in dist/(sec^2) 3462 MinTurnSpeed = 0 ; in dist/sec 3463 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3464 Appearance = TREADS 3465 3466 AccelerationPitchLimit = 7 ; Angle limit how far chassis will lift or roll from acceleration. 3467 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3468 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3469 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3470 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3471 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3472 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3473 End 3474 3475 ;------------------------------------------------------------------------------ 3476 Locomotor CrusaderMK2Locomotor 3477 Surfaces = GROUND 3478 Speed = 40 ; in dist/sec 3479 SpeedDamaged = 30 ; in dist/sec 3480 TurnRate = 190 ;90 ; in degrees/sec 3481 TurnRateDamaged = 180 ;60 ; in degrees/sec 3482 Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) 3483 AccelerationDamaged = 800 ;120 ; in dist/(sec^2) 3484 Braking = 1000 ;50 ; in dist/(sec^2) 3485 MinTurnSpeed = 0 ; in dist/sec 3486 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3487 Appearance = TREADS 3488 3489 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3490 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3491 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3492 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3493 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3494 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 3495 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3496 End 3497 3498 ;------------------------------------------------------------------------------ 3499 Locomotor CrusaderAmphibiousLocomotor 3500 Surfaces = GROUND WATER 3501 Speed = 50 ; in dist/sec 3502 SpeedDamaged = 35 ; in dist/sec 3503 TurnRate = 180 ; in degrees/sec 3504 TurnRateDamaged = 120 ; in degrees/sec 3505 Acceleration = 30 ; in dist/(sec^2) 3506 AccelerationDamaged = 20 ; in dist/(sec^2) 3507 Lift = 140 ; in dist/(sec^2) 3508 LiftDamaged = 90 ; in dist/(sec^2) 3509 Braking = 50 ; in dist/(sec^2) 3510 MinTurnSpeed = 0 ; in dist/sec 3511 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 3512 AllowAirborneMotiveForce = Yes 3513 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3514 Appearance = HOVER 3515 3516 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 3517 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 3518 PitchDamping = 0.4 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3519 RollDamping = 0.4 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3520 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 3521 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3522 Apply2DFrictionWhenAirborne = Yes 3523 AirborneTargetingHeight = 35 3524 LocomotorWorksWhenDead = No 3525 End 3526 3527 ;------------------------------------------------------------------------------ 3528 ;------------------------------------------------------------------------------ 3529 Locomotor B52TomahawkMissileLocomotor 3530 Surfaces = AIR 3531 Speed = 400 ; in dist/sec 3532 MinSpeed = 300 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3533 Acceleration = 675 ; in dist/(sec^2) 3534 Braking = 0 ; in dist/(sec^2) 3535 TurnRate = 540 ; in degrees/sec 3536 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 3537 AllowAirborneMotiveForce = Yes 3538 Appearance = THRUST 3539 PreferredHeight = 120 3540 AirborneTargetingHeight = 30 3541 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 3542 End 3543 3544 ;------------------------------------------------------------------------------ 3545 Locomotor MammothLocomotor 3546 Surfaces = GROUND 3547 Speed = 30 ; in dist/sec 3548 SpeedDamaged = 25 ; in dist/sec 3549 TurnRate = 90 ; in degrees/sec 3550 TurnRateDamaged = 80 ; in degrees/sec 3551 Acceleration = 20 ; in dist/(sec^2) 3552 AccelerationDamaged = 20 ; in dist/(sec^2) 3553 Braking = 50 ; in dist/(sec^2) 3554 MinTurnSpeed = 0 ; in dist/sec 3555 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3556 Appearance = TREADS 3557 3558 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 3559 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3560 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3561 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3562 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3563 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3564 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3565 End 3566 3567 ;------------------------------------------------------------------------------ 3568 Locomotor TechnicalRiderLocomotor 3569 Surfaces = GROUND RUBBLE 3570 Speed = 20 ; in dist/sec 3571 SpeedDamaged = 20 ; in dist/sec 3572 TurnRate = 500 ; in degrees/sec 3573 TurnRateDamaged = 500 ; in degrees/sec 3574 Acceleration = 100 ; in dist/(sec^2) 3575 AccelerationDamaged = 50 ; in dist/(sec^2) 3576 Braking = 100 ; in dist/(sec^2) 3577 MinTurnSpeed = 0 ; in dist/sec 3578 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3579 Appearance = TWO_LEGS 3580 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3581 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 3582 End 3583 3584 ;------------------------------------------------------------------------------ 3585 Locomotor SuicidePlaneLocomotor 3586 Surfaces = AIR 3587 Speed = 100 ; in dist/sec 3588 SpeedDamaged = 100 ; in dist/sec 3589 MinSpeed = 60 ; in dist/sec 3590 TurnRate = 100 ; in degrees/sec 3591 TurnRateDamaged = 90 ; in degrees/sec 3592 Acceleration = 80 ; in dist/(sec^2) 3593 AccelerationDamaged = 30 ; in dist/(sec^2) 3594 Lift = 100 ; in dist/(sec^2) 3595 LiftDamaged = 80 ; in dist/(sec^2) 3596 Braking = 10 ; in dist/(sec^2) 3597 MinTurnSpeed = 80 ; in dist/sec 3598 PreferredHeight = 80 3599 AllowAirborneMotiveForce = Yes 3600 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3601 CirclingRadius = 200 ; the radius at which we circle when we are trying to maintain position. 3602 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 3603 Appearance = WINGS 3604 3605 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3606 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3607 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3608 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3609 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3610 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3611 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3612 Apply2DFrictionWhenAirborne = Yes 3613 AirborneTargetingHeight = 30 3614 PreferredHeightDamping = 0.7 3615 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3616 End 3617 3618 ;------------------------------------------------------------------------------ 3619 Locomotor SuicidePlaneTaxiLocomotor 3620 Surfaces = GROUND 3621 Speed = 30 ; in dist/sec 3622 SpeedDamaged = 30 ; in dist/sec 3623 TurnRate = 100 ; in degrees/sec 3624 TurnRateDamaged = 100 ; in degrees/sec 3625 Acceleration = 80 ; in dist/(sec^2) 3626 AccelerationDamaged = 80 ; in dist/(sec^2) 3627 Braking = 999999 ; in dist/(sec^2) 3628 MinTurnSpeed = 0 ; in dist/sec 3629 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3630 Appearance = TREADS ; so we can turn in place... 3631 End
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