;////////////////////////////////////////////////////////////////////////////// ;FILE: Locomotor.ini (SYSTEM) ///////////////////////////////////////////////// ;////////////////////////////////////////////////////////////////////////////// ;------------------------------------------------------------------------------ Locomotor BasicHumanLocomotor Surfaces = GROUND RUBBLE Speed = 20 ;30 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ Locomotor MissileDefenderLocomotor Surfaces = GROUND RUBBLE Speed = 20 ;30 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ ; basically the same as BasicHumanLocomotor, but roughly 25% faster Locomotor BasicHumanLocomotorPlus25 Surfaces = GROUND RUBBLE Speed = 25 ; in dist/sec SpeedDamaged = 12 ; in dist/sec TurnRate = 360 ; in degrees/sec TurnRateDamaged = 350 ; in degrees/sec Acceleration = 125 ; in dist/(sec^2) AccelerationDamaged = 60 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ Locomotor FastHumanLocomotor Surfaces = GROUND RUBBLE Speed = 25 ;30 ; in dist/sec SpeedDamaged = 15 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ Locomotor ColonelBurtonGroundLocomotor Surfaces = GROUND RUBBLE Speed = 30 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. End ;------------------------------------------------------------------------------ Locomotor JarmenKellLocomotor Surfaces = GROUND RUBBLE Speed = 30 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. End ;------------------------------------------------------------------------------ Locomotor BlackLotusLocomotor Surfaces = GROUND RUBBLE Speed = 30 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. End ;------------------------------------------------------------------------------ Locomotor ColonelBurtonCliffLocomotor Surfaces = CLIFF Speed = 20 ; in dist/sec SpeedDamaged = 15 ; in dist/sec TurnRate = 360 ; in degrees/sec TurnRateDamaged = 350 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = CLIMBER StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. End ;------------------------------------------------------------------------------ Locomotor RedguardLocomotor Surfaces = GROUND RUBBLE Speed = 25 ;30 ; in dist/sec SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 150 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger. End ;------------------------------------------------------------------------------ Locomotor ParadeRedguardLocomotor Surfaces = GROUND Speed = 10 ;30 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal TurnRate = 350 ; in degrees/sec TurnRateDamaged = 350 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 150 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. End ;------------------------------------------------------------------------------ ;****************** Cinematic-Only unit *************************************** Locomotor CINE_ParadeRedguardLocomotor Surfaces = GROUND Speed = 10 ;30 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal TurnRate = 350 ; in degrees/sec TurnRateDamaged = 350 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 150 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. End ;------------------------------------------------------------------------------ Locomotor WanderHumanLocomotor Surfaces = GROUND Speed = 10 ;20 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 350 ; in degrees/sec TurnRateDamaged = 350 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. ; NOTE: The two wander parameters only apply to the TWO_LEGS appearance. WanderWidthFactor = 1.0 ; how far we wander side to side approx body widths. WanderLengthFactor = 5.0; how we go forward before we cross back to the other side. WanderAboutPointRadius = 30.0; When we are wandering around a point, how far do we wander from the point (in 'feet' distance). End ;------------------------------------------------------------------------------ Locomotor PanicHumanLocomotor Surfaces = GROUND RUBBLE Speed = 25 ;30 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 350 ; in degrees/sec TurnRateDamaged = 350 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. ; NOTE: The two wander parameters only apply to the TWO_LEGS_WANDER appearance. WanderWidthFactor = 1.25 ; how far we wander side to side approx body widths. WanderLengthFactor = 4.0; how we go forward before we cross back to the other side. End ;------------------------------------------------------------------------------ Locomotor HazMatHumanLocomotor Surfaces = GROUND RUBBLE Speed = 25 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 150 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. End ;------------------------------------------------------------------------------ Locomotor CINE_HazMatHumanLocomotor Surfaces = GROUND RUBBLE Speed = 10 ; in dist/sec SpeedDamaged = 5 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 150 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. End ;------------------------------------------------------------------------------ ; NOTE NOTE NOTE NOTE ; NOTE NOTE NOTE NOTE ; NOTE NOTE NOTE NOTE ; NOTE NOTE NOTE NOTE ; ; Although POW Trucks are cut, AmericaVehiclePOWTruck remains, for cinematic purposes only. ; (It is used in USA03.) It can't do anything interesting, other than move ; and get blown up. Thus we still need this locomotor. ; (srj) ; Locomotor POWTruckLocomotor Surfaces = GROUND Speed = 60 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 120 ; in dist/(sec^2) AccelerationDamaged = 90 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.20 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor 18WheelerLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 8 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor SCUDMissileLocomotor Surfaces = AIR Speed = 200 ; in dist/sec SpeedDamaged = 200 ; in dist/sec MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 540 ; in degrees/sec MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST PreferredHeight = 120 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height End ;------------------------------------------------------------------------------ Locomotor SCUDStormMissileLocomotor Surfaces = AIR Speed = 300 ; in dist/sec SpeedDamaged = 200 ; in dist/sec MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 540 ; in degrees/sec MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST PreferredHeight = 240 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height ThrustRoll = 0.06 ThrustWobbleRate = 0.008 ThrustMinWobble = -0.040 ThrustMaxWobble = 0.040 CloseEnoughDist3D = Yes ; This allows the missile to fly over the target and come back End ;------------------------------------------------------------------------------ Locomotor TomahawkLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. End ;------------------------------------------------------------------------------ Locomotor NuclearCannonShellLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 2160 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 225 ; in degrees/sec MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. End ;------------------------------------------------------------------------------ Locomotor CrusaderLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ ;*************************** Cinematic-Only unit ****************************** Locomotor CINE_CrusaderLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor MilitiaTankLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;30 ; in dist/(sec^2) AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor ScorpionLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;30 ; in dist/(sec^2) AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor MarauderLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;30 ; in dist/(sec^2) AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor BombTruckLocomotor Surfaces = GROUND Speed = 50 ; in dist/sec SpeedDamaged = 50 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 1000 ;400 ; in dist/(sec^2) AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor ScudLauncherLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 15 ; in dist/sec TurnRate = 50 ; in degrees/sec TurnRateDamaged = 45 ; in degrees/sec Acceleration = 160 ; in dist/(sec^2) AccelerationDamaged = 120 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 15 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE ;Appearance = TREADS Appearance = FOUR_WHEELS TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. End ;------------------------------------------------------------------------------ Locomotor BattleMasterLocomotor Surfaces = GROUND Speed = 25 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor NuclearBattleMasterLocomotor Surfaces = GROUND Speed = 35 ; 33% faster than normal SpeedDamaged = 32 ; 33% faster than normal TurnRate = 180 ;120 ; 33% faster than normal TurnRateDamaged = 180 ;80 ; 33% faster than normal Acceleration = 1000 ;240 ; 33% faster than normal AccelerationDamaged = 1000 ;240 ; 33% faster than normal Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor OverlordLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 60 ;25 ; in degrees/sec TurnRateDamaged = 60 ;20 ; in degrees/sec Acceleration = 15 ; in dist/(sec^2) AccelerationDamaged = 15 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ ;*************************** Cinematic-Only unit ****************************** Locomotor CINE_OverlordLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 60 ;25 ; in degrees/sec TurnRateDamaged = 60 ;20 ; in degrees/sec Acceleration = 15 ; in dist/(sec^2) AccelerationDamaged = 15 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor NuclearOverlordLocomotor Surfaces = GROUND Speed = 30 ; 33% faster than normal SpeedDamaged = 30 ; 33% faster than normal TurnRate = 60 ;32 ; 33% faster than normal TurnRateDamaged = 60 ;27 ; 33% faster than normal Acceleration = 30 ; 33% faster than normal AccelerationDamaged = 30 ; 33% faster than normal Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor DragonLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets. End ;------------------------------------------------------------------------------ Locomotor BlimpLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 8 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor TroopCrawlerLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 120 ;90 ; in degrees/sec TurnRateDamaged = 120 ;60 ; in degrees/sec Acceleration = 1000 ;400 ; in dist/(sec^2) AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 25 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.1 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 30 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor InfernoLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 120 ;90 ; in degrees/sec TurnRateDamaged = 90 ;60 ; in degrees/sec Acceleration = 1000 ;160 ; in dist/(sec^2) AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ ;************************* Cinematic-Only unit ******************************** Locomotor CINE_InfernoLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 120 ;90 ; in degrees/sec TurnRateDamaged = 90 ;60 ; in degrees/sec Acceleration = 1000 ;160 ; in dist/(sec^2) AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor GattlingTankLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor BasicTankLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor BasicTruckLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 60 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 10 ; in dist/(sec^2) AccelerationDamaged = 10 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ ;************************* Cinematic-Only unit ******************************** Locomotor CINE_NukeTruckLocomotor Surfaces = GROUND Speed = 35 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 60 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 55 ; in dist/(sec^2) AccelerationDamaged = 10 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor SupplyTruckLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 240 ; in dist/(sec^2) AccelerationDamaged = 180 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 15 ; in dist/sec TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor BasicCarLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 90 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 40 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor BasicForkLiftLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 10 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 5 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 40 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor BasicAmphibiousLocomotor Surfaces = GROUND WATER Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 20 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = No ; End ;------------------------------------------------------------------------------ Locomotor SpyDroneLocomtor Surfaces = GROUND WATER Speed = 0 ; in dist/sec SpeedDamaged = 0 ; in dist/sec TurnRate = 0 ; in degrees/sec TurnRateDamaged = 0 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 20 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 90 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = No ; End ;------------------------------------------------------------------------------ Locomotor BasicBoatLocomotor Surfaces = WATER Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 30 ; in degrees/sec TurnRateDamaged = 30 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 20 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = No End ;------------------------------------------------------------------------------ Locomotor RailroadGuideLocomotor Surfaces = GROUND Speed = 133 ; in dist/sec SpeedDamaged = 60 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 9 ; in dist/(sec^2) AccelerationDamaged = 2 ; in dist/(sec^2) Braking = 5 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec TurnPivotOffset = 0.0 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS End ;------------------------------------------------------------------------------ Locomotor WanderCarLocomotor Surfaces = GROUND Speed = 45 ; in dist/sec SpeedDamaged = 45 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 10 ; in dist/(sec^2) AccelerationDamaged = 10 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 15 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor PanicCarLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 90 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 40 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor BasicCarSuspensionLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 90 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 40 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor WanderCarSuspensionLocomotor Surfaces = GROUND Speed = 45 ; in dist/sec SpeedDamaged = 45 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 10 ; in dist/(sec^2) AccelerationDamaged = 10 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 15 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor PanicCarSuspensionLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 90 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 40 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor RocketBuggyLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 80 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 90 ; in dist/(sec^2) AccelerationDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Locomotor CINE_RocketBuggyLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 80 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 90 ; in dist/(sec^2) AccelerationDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor HumveeLocomotor Surfaces = GROUND Speed = 60 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 180 ;120 ; in degrees/sec TurnRateDamaged = 180 ;120 ; in degrees/sec Acceleration = 1000 ;60 ; in dist/(sec^2) AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) Braking = 1000 ;60 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = No AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ ;***************************** Cinematic-Only unit **************************** Locomotor CINE_USAHumveeLocomotor Surfaces = GROUND Speed = 60 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 180 ;120 ; in degrees/sec TurnRateDamaged = 180 ;120 ; in degrees/sec Acceleration = 1000 ;60 ; in dist/(sec^2) AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) Braking = 1000 ;60 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = No AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ ;*************************Required For GLA02 INTRO***************************** Locomotor CINE_ConvoyTruckLocomotor Surfaces = GROUND Speed = 25 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 60 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 10 ; in dist/(sec^2) AccelerationDamaged = 10 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor RadarVanLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 50 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = -1.5 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor ToxinTruckLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 100 ;50 ; in dist/(sec^2) AccelerationDamaged = 100 ;50 ; in dist/(sec^2) Braking = 100 ;50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor QuadCannonLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 15 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS ;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ Locomotor TechnicalLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 80 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 100 ;90 ; in dist/(sec^2) AccelerationDamaged = 100 ;80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS ;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success End ;------------------------------------------------------------------------------ Locomotor ComancheLocomotor Surfaces = AIR Speed = 120 ; in dist/sec SpeedDamaged = 120 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 60 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 240 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor CINE_USA08_ComancheLocomotor Surfaces = AIR Speed = 120 ; in dist/sec SpeedDamaged = 120 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 60 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 240 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 75 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor BasicHelicopterTaxiLocomotor ; contrary to reality, helis need to be able to taxi (out of a hangar, at least) Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 8 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End ;------------------------------------------------------------------------------ Locomotor A10ThunderboltLocomotor Surfaces = AIR Speed = 120 ;55 ; in dist/sec SpeedDamaged = 120 ;40 ; in dist/sec MinSpeed = 45 ; in dist/sec TurnRate = 200 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) Acceleration = 80 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 70 ; in dist/sec PreferredHeight = 150 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor ChinookLocomotor Surfaces = AIR Speed = 150 ; in dist/sec SpeedDamaged = 60 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows ; us to "slide into place" (rather than turning) when we get close to our destination. ; the magnitude is basically the number of msec it would take us to reach the dest ; at our max speed; if we're under this threshold, we just slide into place... SlideIntoPlaceTime = 100 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor ArrowLocomotor Surfaces = AIR Speed = 60 ; in dist/sec SpeedDamaged = 60 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 80 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 25 PreferredHeightDamping = 1.0 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 20 End ;------------------------------------------------------------------------------ Locomotor B52Locomotor Surfaces = AIR Speed = 125 ;100 ; in dist/sec SpeedDamaged = 75 ; in dist/sec MinSpeed = 60 ; in dist/sec TurnRate = 25 ; in degrees/sec TurnRateDamaged = 10 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 20 ; in dist/(sec^2) MinTurnSpeed = 10 ; in dist/sec PreferredHeight = 180 ;100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior End ;------------------------------------------------------------------------------ Locomotor CINE_USA08_B52Locomotor Surfaces = AIR Speed = 125 ;100 ; in dist/sec SpeedDamaged = 75 ; in dist/sec MinSpeed = 60 ; in dist/sec TurnRate = 25 ; in degrees/sec TurnRateDamaged = 10 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 20 ; in dist/(sec^2) MinTurnSpeed = 10 ; in dist/sec PreferredHeight = 75 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior End ;------------------------------------------------------------------------------ Locomotor MIGLocomotor Surfaces = AIR Speed = 160 SpeedDamaged = 160 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) MinSpeed = 60 TurnRate = 120 TurnRateDamaged = 90 Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) AccelerationDamaged = 30 Lift = 120 LiftDamaged = 80 Braking = 10 MinTurnSpeed = 150 PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor ParachuteLocomotor Surfaces = AIR Speed = 60 ; in dist/sec SpeedDamaged = 60 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 60 ; in dist/(sec^2) Lift = 100 ; in dist/(sec^2) LiftDamaged = 10 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = -1 ; nonzero, so we go as low as possible SpeedLimitZ = 15 ; max speed we want to try to fall AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. Apply2DFrictionWhenAirborne = Yes Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) AirborneTargetingHeight = 30 CloseEnoughDist = 50 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back End ;------------------------------------------------------------------------------ Locomotor CrateParachuteLocomotor Surfaces = AIR Speed = 60 ; in dist/sec SpeedDamaged = 60 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 60 ; in dist/(sec^2) Lift = 100 ; in dist/(sec^2) LiftDamaged = 10 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = -1 ; nonzero, so we go as low as possible SpeedLimitZ = 15 ; max speed we want to try to fall AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. Apply2DFrictionWhenAirborne = Yes Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) AirborneTargetingHeight = 30 CloseEnoughDist = 50 CloseEnoughDist3D = Yes End ;------------------------------------------------------------------------------ ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, ; but there's a good reason: the Aurora moves so freakin' fast that it's really ; hard to (1) find a reliable drop location, and (2) actually get it close enough to ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle) ; navigation on the way down. This works pretty well and actually looks much better ; than you might think. (srj) Locomotor AuroraBombLocomotor Surfaces = AIR Speed = 480 ; in dist/sec MinSpeed = 240 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 960 ; in dist/(sec^2) Braking = 960 ; in dist/(sec^2) TurnRate = 960 ; in degrees/sec MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor FreeFallLocomotor Surfaces = AIR Speed = 0 ; in dist/sec SpeedDamaged = 0 ; in dist/sec TurnRate = 0 ; in degrees/sec TurnRateDamaged = 0 ; in degrees/sec Acceleration = 0 ; in dist/(sec^2) AccelerationDamaged = 0 ; in dist/(sec^2) Lift = 0 ; in dist/(sec^2) LiftDamaged = 0 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = -1 ; nonzero, so we go as low as possible SpeedLimitZ = 999999 ; max speed we want to try to fall AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. Apply2DFrictionWhenAirborne = No AirborneTargetingHeight = 30 End ;------------------------------------------------------------------------------ Locomotor CrateFreeFallLocomotor Surfaces = AIR Speed = 0 ; in dist/sec SpeedDamaged = 0 ; in dist/sec TurnRate = 0 ; in degrees/sec TurnRateDamaged = 0 ; in degrees/sec Acceleration = 0 ; in dist/(sec^2) AccelerationDamaged = 0 ; in dist/(sec^2) Lift = 0 ; in dist/(sec^2) LiftDamaged = 0 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = -1 ; nonzero, so we go as low as possible SpeedLimitZ = 999999 ; max speed we want to try to fall AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. Apply2DFrictionWhenAirborne = No AirborneTargetingHeight = 30 End ;------------------------------------------------------------------------------ Locomotor AngryMobNexusLocomotor Surfaces = GROUND RUBBLE Speed = 18 ; in dist/sec SpeedDamaged = 18 ;10 ;30 ; in dist/sec TurnRate = 360 ; in degrees/sec TurnRateDamaged = 350 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. End ;------------------------------------------------------------------------------ Locomotor AngryMobNormalLocomotor Surfaces = GROUND RUBBLE Speed = 20 ;30 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ Locomotor AngryMobWanderLocomotor Surfaces = GROUND RUBBLE Speed = 13 ;;IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO MOBSTER CAN LET THE OTHERS CATCH UP SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ Locomotor AngryMobPanicLocomotor Surfaces = GROUND RUBBLE Speed = 32 ;IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ Locomotor DroneLocomotor Surfaces = AIR Speed = 60 ; in dist/sec SpeedDamaged = 30 ; in dist/sec MinSpeed = 0 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 10 ; in dist/sec PreferredHeight = 50 AllowAirborneMotiveForce = Yes ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 20 End ;------------------------------------------------------------------------------ Locomotor BattleDroneLocomotor Surfaces = AIR Speed = 40 ; in dist/sec SpeedDamaged = 20 ; in dist/sec MinSpeed = 0 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 15 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec PreferredHeight = 50 AllowAirborneMotiveForce = Yes ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 20 End ;------------------------------------------------------------------------------ ;This is a crazy version of the battle drone -- when he's repairing ;his master, he needs to zip around nearly instantly. Otherwise, ;he slowly drives around and wastes time. He's not intended to ;move far at all. ;------------------------------------------------------------------------------ Locomotor BattleDronePanicLocomotor Surfaces = AIR Speed = 140 ; in dist/sec SpeedDamaged = 140 ; in dist/sec MinSpeed = 0 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 400 ; in degrees/sec Acceleration = 600 ; in dist/(sec^2) AccelerationDamaged = 400 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 4000 ; in dist/(sec^2) MinTurnSpeed = 360 ; in dist/sec PreferredHeight = 50 AllowAirborneMotiveForce = Yes ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER Appearance = HOVER PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 20 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back End ;------------------------------------------------------------------------------ Locomotor BirdLocomotor Surfaces = AIR Speed = 60 ; in dist/sec SpeedDamaged = 50 ; in dist/sec MinSpeed = 35 ; in dist/sec TurnRate = 25 ; in degrees/sec TurnRateDamaged = 10 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 20 ; in dist/(sec^2) MinTurnSpeed = 10 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor WaterWaveLocomotor Surfaces = AIR Speed = 120 ; in dist/sec TurnRate = 20 ; in degrees/sec Acceleration = 500 ; in dist/(sec^2) Lift = 200 ; in dist/(sec^2) Braking = 500 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 10.4 ZAxisBehavior = ABSOLUTE_HEIGHT AllowAirborneMotiveForce = Yes Apply2DFrictionWhenAirborne = Yes End ;------------------------------------------------------------------------------ Locomotor AuroraJetLocomotor Surfaces = AIR Speed = 180 ; in dist/sec SpeedDamaged = 120 ; in dist/sec ; MinSpeed = 120 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) MinSpeed = 60 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 180 ; in dist/(sec^2) AccelerationDamaged = 120 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 120 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor AuroraJetSluggishLocomotor Surfaces = AIR Speed = 120 ;90 ; in dist/sec SpeedDamaged = 120 ;60 ; in dist/sec MinSpeed = 60 ; in dist/sec TurnRate = 60 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 90 ; in dist/(sec^2) AccelerationDamaged = 60 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) ; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly Braking = 90 ; not much braking, so we go supersonic->sluggish slowly MinTurnSpeed = 60 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor AuroraJetSupersonicLocomotor Surfaces = AIR Speed = 600 ;480 ; in dist/sec SpeedDamaged = 350 ;240 ; in dist/sec MinSpeed = 60 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 480 ; in dist/(sec^2) AccelerationDamaged = 240 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 180 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor StealthJetLocomotor Surfaces = AIR Speed = 175 ; in dist/sec SpeedDamaged = 120 ; in dist/sec ; MinSpeed = 120 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) MinSpeed = 60 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 150 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 150 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor RaptorJetLocomotor Surfaces = AIR Speed = 175 ; in dist/sec SpeedDamaged = 120 ; in dist/sec ; MinSpeed = 80 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) MinSpeed = 60 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 120 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 150 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor BasicJetTaxiLocomotor Surfaces = GROUND Speed = 50 ; in dist/sec SpeedDamaged = 50 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 100 ; in dist/(sec^2) Braking = 999999 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End ;------------------------------------------------------------------------------ Locomotor CINE_BasicJetTaxiLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 60 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Braking = 999999 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End ;------------------------------------------------------------------------------ Locomotor RocketBuggyMissileLocomotor Surfaces = AIR Speed = 225 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 100 ; in degrees/sec MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Locomotor TunnelDefenderMissileLocomotor Surfaces = AIR Speed = 225 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 100 ; in degrees /sec MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------ Locomotor TechnicalRPGMissileLocomotor Surfaces = AIR Speed = 225 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 100 ; in degrees/sec MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------ Locomotor MissileDefenderMissileLocomotor Surfaces = AIR Speed = 225 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 100 ; in degrees/sec MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------- Locomotor TankHunterMissileLocomotor Surfaces = AIR Speed = 225 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 100 ; in degrees/sec MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Locomotor TomahawkMissileLocomotor Surfaces = AIR Speed = 200 ; in dist/sec MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 540 ; in degrees/sec MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST PreferredHeight = 120 AirborneTargetingHeight = 30 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. PreferredHeightDamping = 0.7 ; so that we gradually adjust our height End ;------------------------------------------------------------------------------ Locomotor StingerMissileLocomotor Surfaces = AIR Speed = 400 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 900 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 625 ; in degrees/sec MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST CloseEnoughDist3D = No ; This allows the missile to fly over the target and come back End ;------------------------------------------------------------------------------ Locomotor ComancheAntiTankMissileLocomotor Surfaces = AIR Speed = 225 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 180 ; in degrees/sec MaxThrustAngle = 50 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor ComancheRocketPodLocomotor Surfaces = AIR Speed = 225 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 180 ; in degrees/sec MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor ScorpionMissileLocomotor Surfaces = AIR Speed = 150 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 450 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 540 ; in degrees/sec MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor PatriotMissileLocomotor Surfaces = AIR Speed = 400 ; in dist/sec (silly if not faster than planes) MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 450 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 300 ; in degrees/sec MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST CloseEnoughDist = 1 ; End ;------------------------------------------------------------------------------ Locomotor DragonTankFlameLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 2160 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 5 ; in degrees/sec MaxThrustAngle = 1 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor ToxinTruckStreamLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 2160 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 225 ; in degrees/sec MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor FasterToxinTruckStreamLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 2160 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 355 ; in degrees/sec MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor ToxinTruckDribbleLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 1 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 2160 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 900 ; in degrees/sec MaxThrustAngle = 360 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor AuroraJetMissileLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 900 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 200 ; in degrees/sec MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor A10ThunderboltMissileLocomotor Surfaces = AIR Speed = 240 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 900 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 200 ; in degrees/sec MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor RaptorJetMissileLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 900 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 200 ; in degrees/sec MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor StealthJetMissileLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 900 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 200 ; in degrees/sec MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor NapalmMissileLocomotor Surfaces = AIR Speed = 300 ; in dist/sec MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 900 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 200 ; in degrees/sec MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST End ;------------------------------------------------------------------------------ Locomotor LimoLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 90 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 40 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor InchForwardLocomotor Surfaces = GROUND RUBBLE Speed = 25 ; in dist/sec MinSpeed = 25 TurnRate = 1 ; in degrees/sec TurnRateDamaged = 1 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 100 ; in dist/(sec^2) Braking = 1 ; in dist/(sec^2) PreferredHeight = 1 ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = HOVER StickToGround = Yes AllowAirborneMotiveForce = Yes End ;------------------------------------------------------------------------------ Locomotor ChinaArtilleryBarrageCannonLocomotor Surfaces = AIR Speed = 150; ; in dist/sec SpeedDamaged = 150 ; in dist/sec MinSpeed = 150 ; in dist/sec TurnRate = 200 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) Acceleration = 80 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 70 ; in dist/sec PreferredHeight = 500 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;----------------------------------------------------------------------------------- Locomotor AmericaVehicleDozerLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 8 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 25 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 30 ; How many degrees the front wheels can turn. End ;----------------------------------------------------------------------------------------- Locomotor ChinaVehicleDozerLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 8 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;-------------------------------------------------------------------------------------------------- Locomotor ChinaNukeCannonLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 8 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor AvalancheLocomotor Surfaces = GROUND RUBBLE CLIFF WATER ;AIR Speed = 45 ; in dist/sec TurnRate = 360 ; in degrees/sec Acceleration = 10 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = TWO_LEGS DownhillOnly = Yes AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.9 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. UniformAxialDamping = 0.001 ; helium like driftiness End ;------------------------------------------------------------------------------ ; ************************** Cinematic-only unit ***************************** Locomotor CINE_JarmenKellLocomotor Surfaces = GROUND RUBBLE Speed = 30 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. End ;------------------------------------------------------------------------------ ; ************************** Cinematic-only unit ***************************** Locomotor CINE_TroopCrawlerLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 120 ;90 ; in degrees/sec TurnRateDamaged = 120 ;60 ; in degrees/sec Acceleration = 1000 ;400 ; in dist/(sec^2) AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 25 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 30 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ ; ************************** Cinematic-only unit ***************************** Locomotor CINE_RedguardLocomotor Surfaces = GROUND RUBBLE Speed = 25 ;30 ; in dist/sec SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 150 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger. End ;------------------------------------------------------------------------------ ; *************************** Cinematic-only unit ***************************** Locomotor CINE_BattleMasterLocomotor Surfaces = GROUND Speed = 25 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ ; *************************** Cinematic-only unit ***************************** Locomotor CINE_B52Locomotor Surfaces = AIR Speed = 125 ;100 ; in dist/sec SpeedDamaged = 75 ; in dist/sec MinSpeed = 60 ; in dist/sec TurnRate = 25 ; in degrees/sec TurnRateDamaged = 10 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 20 ; in dist/(sec^2) MinTurnSpeed = 10 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = WINGS PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior End ;------------------------------------------------------------------------------ ; *************************** Cinematic-only unit ***************************** Locomotor CINE_BasicHumanLocomotor Surfaces = GROUND RUBBLE Speed = 20 ;30 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ ; *************************** Cinematic-only unit ***************************** Locomotor CINE_MissileDefenderLocomotor Surfaces = GROUND RUBBLE Speed = 20 ;30 ; in dist/sec SpeedDamaged = 10 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ ; ************************* Cinematic-only unit ******************************* Locomotor CINE_TechnicalLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 80 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 100 ;90 ; in dist/(sec^2) AccelerationDamaged = 100 ;80 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success End ;------------------------------------------------------------------------------ ; ************************* Cinematic-only unit ******************************* Locomotor CINE_ComancheLocomotor Surfaces = AIR Speed = 120 ; in dist/sec SpeedDamaged = 120 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 60 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 240 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Locomotor CINE_ScorpionLocomotor Surfaces = GROUND Speed = 25 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 60 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 8 ; in dist/(sec^2) AccelerationDamaged = 8 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Locomotor CINE_HumveeLocomotor Surfaces = GROUND Speed = 25 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 10 ; in dist/(sec^2) AccelerationDamaged = 10 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS StickToGround = No AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ ;************************* Cinematic-only unit ******************************** Locomotor CINE_MIGLocomotor Surfaces = AIR Speed = 160 SpeedDamaged = 160 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) MinSpeed = 60 TurnRate = 120 TurnRateDamaged = 90 Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) AccelerationDamaged = 30 Lift = 120 LiftDamaged = 80 Braking = 10 MinTurnSpeed = 150 PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ ; **************************** Cinematic-only unit **************************** Locomotor CINE_BasicCarLocomotor Surfaces = GROUND Speed = 90 ; in dist/sec SpeedDamaged = 90 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 40 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Locomotor CINE_ColonelBurtonGroundLocomotor Surfaces = GROUND RUBBLE Speed = 30 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Locomotor CINE_ColonelBurtonCliffLocomotor Surfaces = CLIFF Speed = 20 ; in dist/sec SpeedDamaged = 15 ; in dist/sec TurnRate = 360 ; in degrees/sec TurnRateDamaged = 350 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = CLIMBER StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Locomotor CINE_QuadCannonLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 15 ; in dist/sec TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Locomotor CINE_ScudLauncherLocomotor Surfaces = GROUND Speed = 20 ; in dist/sec SpeedDamaged = 15 ; in dist/sec TurnRate = 50 ; in degrees/sec TurnRateDamaged = 45 ; in degrees/sec Acceleration = 160 ; in dist/(sec^2) AccelerationDamaged = 120 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 15 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE ;Appearance = TREADS Appearance = FOUR_WHEELS TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. CanMoveBackwards = Yes ; Can move backwards. MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. End ;------------------------------------------------------------------------------ ;*************************** Cinematic-only unit ****************************** Locomotor CINE_BombTruckLocomotor Surfaces = GROUND Speed = 50 ; in dist/sec SpeedDamaged = 50 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 1000 ;400 ; in dist/(sec^2) AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ ;*************************** Cinematic-only unit ****************************** Locomotor CINE_ChinookLocomotor Surfaces = AIR Speed = 150 ; in dist/sec SpeedDamaged = 60 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 60 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows ; us to "slide into place" (rather than turning) when we get close to our destination. ; the magnitude is basically the number of msec it would take us to reach the dest ; at our max speed; if we're under this threshold, we just slide into place... SlideIntoPlaceTime = 100 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ ;************************** Cinematic-only unit ******************************* Locomotor CINE_DragonLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 180 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ; in dist/(sec^2) AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets. End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Locomotor CINE_SupplyTruckLocomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 60 ; in degrees/sec Acceleration = 240 ; in dist/(sec^2) AccelerationDamaged = 180 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 15 ; in dist/sec TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ;------------------------------------------------------------------------------ ;************************ Cinematic-only unit ********************************* Locomotor CINE_BlackLotusLocomotor Surfaces = GROUND RUBBLE Speed = 30 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. End ;------------------------------------------------------------------------------ ;*************************** Cinematic-only unit ****************************** Locomotor CINE_StealthJetLocomotor Surfaces = AIR Speed = 175 ; in dist/sec SpeedDamaged = 120 ; in dist/sec ; MinSpeed = 120 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) MinSpeed = 60 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 150 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 150 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ ;*********************** Cinematic-only unit ********************************** Locomotor CINE_FastHumanLocomotor Surfaces = GROUND RUBBLE Speed = 25 ;30 ; in dist/sec SpeedDamaged = 15 ;30 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ ;**************************** Cinematic-only unit ***************************** Locomotor CINE_ToxinTruckLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 100 ;50 ; in dist/(sec^2) AccelerationDamaged = 100 ;50 ; in dist/(sec^2) Braking = 100 ;50 ; in dist/(sec^2) MinTurnSpeed = 20 ; in dist/sec TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = FOUR_WHEELS AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. HasSuspension = Yes ; Calculate 4 wheel independent suspension info. MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. End ; ************** Nova Locomotors ************** ;------------------------------------------------------------------------------ Locomotor CobraLocomotor Surfaces = GROUND Speed = 60 ; in dist/sec SpeedDamaged = 45 ; in dist/sec TurnRate = 200 ; in degrees/sec TurnRateDamaged = 180 ; in degrees/sec Acceleration = 1200 ; in dist/(sec^2) AccelerationDamaged = 1000 ; in dist/(sec^2) Braking = 1200 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 7 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor CrusaderMK2Locomotor Surfaces = GROUND Speed = 40 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 190 ;90 ; in degrees/sec TurnRateDamaged = 180 ;60 ; in degrees/sec Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) AccelerationDamaged = 800 ;120 ; in dist/(sec^2) Braking = 1000 ;50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor CrusaderAmphibiousLocomotor Surfaces = GROUND WATER Speed = 50 ; in dist/sec SpeedDamaged = 35 ; in dist/sec TurnRate = 180 ; in degrees/sec TurnRateDamaged = 120 ; in degrees/sec Acceleration = 30 ; in dist/(sec^2) AccelerationDamaged = 20 ; in dist/(sec^2) Lift = 140 ; in dist/(sec^2) LiftDamaged = 90 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT Appearance = HOVER PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.4 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.4 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 35 LocomotorWorksWhenDead = No End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------ Locomotor B52TomahawkMissileLocomotor Surfaces = AIR Speed = 400 ; in dist/sec MinSpeed = 300 ; in dist/sec. (THRUST items must have nonzero minspeeds!) Acceleration = 675 ; in dist/(sec^2) Braking = 0 ; in dist/(sec^2) TurnRate = 540 ; in degrees/sec MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) AllowAirborneMotiveForce = Yes Appearance = THRUST PreferredHeight = 120 AirborneTargetingHeight = 30 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height End ;------------------------------------------------------------------------------ Locomotor MammothLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 25 ; in dist/sec TurnRate = 90 ; in degrees/sec TurnRateDamaged = 80 ; in degrees/sec Acceleration = 20 ; in dist/(sec^2) AccelerationDamaged = 20 ; in dist/(sec^2) Braking = 50 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. End ;------------------------------------------------------------------------------ Locomotor TechnicalRiderLocomotor Surfaces = GROUND RUBBLE Speed = 20 ; in dist/sec SpeedDamaged = 20 ; in dist/sec TurnRate = 500 ; in degrees/sec TurnRateDamaged = 500 ; in degrees/sec Acceleration = 100 ; in dist/(sec^2) AccelerationDamaged = 50 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TWO_LEGS StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery End ;------------------------------------------------------------------------------ Locomotor SuicidePlaneLocomotor Surfaces = AIR Speed = 100 ; in dist/sec SpeedDamaged = 100 ; in dist/sec MinSpeed = 60 ; in dist/sec TurnRate = 100 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 80 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 100 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 80 ; in dist/sec PreferredHeight = 80 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 200 ; the radius at which we circle when we are trying to maintain position. ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 PreferredHeightDamping = 0.7 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;------------------------------------------------------------------------------ Locomotor SuicidePlaneTaxiLocomotor Surfaces = GROUND Speed = 30 ; in dist/sec SpeedDamaged = 30 ; in dist/sec TurnRate = 100 ; in degrees/sec TurnRateDamaged = 100 ; in degrees/sec Acceleration = 80 ; in dist/(sec^2) AccelerationDamaged = 80 ; in dist/(sec^2) Braking = 999999 ; in dist/(sec^2) MinTurnSpeed = 0 ; in dist/sec ZAxisBehavior = NO_Z_MOTIVE_FORCE Appearance = TREADS ; so we can turn in place... End