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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: Locomotor.ini (SYSTEM) ///////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 ;------------------------------------------------------------------------------ 5 Locomotor LargeShipLocomotor2 6 Surfaces = WATER 7 Speed = 18 ; in dist/sec 8 SpeedDamaged = 14 ; in dist/sec 9 TurnRate = 40 ; in degrees/sec 10 TurnRateDamaged = 35 ; in degrees/sec 11 Acceleration = 4 ; in dist/(sec^2) 12 AccelerationDamaged = 2 ; in dist/(sec^2) 13 Lift = 120 ; in dist/(sec^2) 14 LiftDamaged = 80 ; in dist/(sec^2) 15 Braking = 4 ; in dist/(sec^2) 16 MinTurnSpeed = 0 ; in dist/sec 17 PreferredHeight = 4 18 AllowAirborneMotiveForce = Yes 19 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 20 Appearance = HOVER 21 22 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 23 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 24 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 25 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 26 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 27 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 28 Apply2DFrictionWhenAirborne = Yes 29 AirborneTargetingHeight = 30 30 LocomotorWorksWhenDead = Yes 31 End 32 33 34 ;------------------------------------------------------------------------------ 35 ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- 36 ;------------------------------------------------------------------------------ 37 Locomotor 12UMissileCLoco 38 Surfaces = WATER 39 Speed = 10 40 SpeedDamaged = 5 41 TurnRate = 2 42 TurnRateDamaged = 1 43 Acceleration = 5 44 AccelerationDamaged = 3 45 Lift = 120 ; in dist/(sec^2) 46 LiftDamaged = 80 ; in dist/(sec^2) 47 Braking = 5 48 MinTurnSpeed = 1 49 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 50 AllowAirborneMotiveForce = Yes 51 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 52 Appearance = HOVER 53 54 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 55 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 56 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 57 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 58 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 59 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 60 Apply2DFrictionWhenAirborne = Yes 61 AirborneTargetingHeight = 30 62 LocomotorWorksWhenDead = No 63 End 64 ;------------------------------------------------------------------------------ 65 Locomotor BasicHumanLocomotor 66 Surfaces = GROUND RUBBLE 67 Speed = 20 ;30 ; in dist/sec 68 SpeedDamaged = 10 ;30 ; in dist/sec 69 TurnRate = 500 ; in degrees/sec 70 TurnRateDamaged = 500 ; in degrees/sec 71 Acceleration = 100 ; in dist/(sec^2) 72 AccelerationDamaged = 50 ; in dist/(sec^2) 73 Braking = 100 ; in dist/(sec^2) 74 MinTurnSpeed = 0 ; in dist/sec 75 ZAxisBehavior = NO_Z_MOTIVE_FORCE 76 Appearance = TWO_LEGS 77 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 78 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 79 End 80 81 ;------------------------------------------------------------------------------ 82 Locomotor MissileDefenderLocomotor 83 Surfaces = GROUND RUBBLE 84 Speed = 20 ;30 ; in dist/sec 85 SpeedDamaged = 10 ;30 ; in dist/sec 86 TurnRate = 500 ; in degrees/sec 87 TurnRateDamaged = 500 ; in degrees/sec 88 Acceleration = 100 ; in dist/(sec^2) 89 AccelerationDamaged = 50 ; in dist/(sec^2) 90 Braking = 100 ; in dist/(sec^2) 91 MinTurnSpeed = 0 ; in dist/sec 92 ZAxisBehavior = NO_Z_MOTIVE_FORCE 93 Appearance = TWO_LEGS 94 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 95 GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery 96 End 97 98 ;------------------------------------------------------------------------------ 99 ; basically the same as BasicHumanLocomotor, but roughly 25% faster 100 Locomotor BasicHumanLocomotorPlus25 101 Surfaces = GROUND RUBBLE 102 Speed = 25 ; in dist/sec 103 SpeedDamaged = 12 ; in dist/sec 104 TurnRate = 360 ; in degrees/sec 105 TurnRateDamaged = 350 ; in degrees/sec 106 Acceleration = 125 ; in dist/(sec^2) 107 AccelerationDamaged = 60 ; in dist/(sec^2) 108 Braking = 100 ; in dist/(sec^2) 109 MinTurnSpeed = 0 ; in dist/sec 110 ZAxisBehavior = NO_Z_MOTIVE_FORCE 111 Appearance = TWO_LEGS 112 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 113 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 114 End 115 116 ;------------------------------------------------------------------------------ 117 Locomotor FastHumanLocomotor 118 Surfaces = GROUND RUBBLE 119 Speed = 25 ;30 ; in dist/sec 120 SpeedDamaged = 15 ;30 ; in dist/sec 121 TurnRate = 500 ; in degrees/sec 122 TurnRateDamaged = 500 ; in degrees/sec 123 Acceleration = 100 ; in dist/(sec^2) 124 AccelerationDamaged = 50 ; in dist/(sec^2) 125 Braking = 100 ; in dist/(sec^2) 126 MinTurnSpeed = 0 ; in dist/sec 127 ZAxisBehavior = NO_Z_MOTIVE_FORCE 128 Appearance = TWO_LEGS 129 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 130 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 131 End 132 133 ;------------------------------------------------------------------------------ 134 Locomotor ColonelBurtonGroundLocomotor 135 Surfaces = GROUND RUBBLE 136 Speed = 30 ; in dist/sec 137 SpeedDamaged = 20 ; in dist/sec 138 TurnRate = 500 ; in degrees/sec 139 TurnRateDamaged = 500 ; in degrees/sec 140 Acceleration = 100 ; in dist/(sec^2) 141 AccelerationDamaged = 50 ; in dist/(sec^2) 142 Braking = 100 ; in dist/(sec^2) 143 MinTurnSpeed = 0 ; in dist/sec 144 ZAxisBehavior = NO_Z_MOTIVE_FORCE 145 Appearance = TWO_LEGS 146 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 147 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 148 End 149 150 ;------------------------------------------------------------------------------ 151 Locomotor JarmenKellLocomotor 152 Surfaces = GROUND RUBBLE 153 Speed = 30 ; in dist/sec 154 SpeedDamaged = 20 ; in dist/sec 155 TurnRate = 500 ; in degrees/sec 156 TurnRateDamaged = 500 ; in degrees/sec 157 Acceleration = 100 ; in dist/(sec^2) 158 AccelerationDamaged = 50 ; in dist/(sec^2) 159 Braking = 100 ; in dist/(sec^2) 160 MinTurnSpeed = 0 ; in dist/sec 161 ZAxisBehavior = NO_Z_MOTIVE_FORCE 162 Appearance = TWO_LEGS 163 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 164 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 165 End 166 167 ;------------------------------------------------------------------------------ 168 Locomotor BlackLotusLocomotor 169 Surfaces = GROUND RUBBLE 170 Speed = 30 ; in dist/sec 171 SpeedDamaged = 20 ; in dist/sec 172 TurnRate = 500 ; in degrees/sec 173 TurnRateDamaged = 500 ; in degrees/sec 174 Acceleration = 100 ; in dist/(sec^2) 175 AccelerationDamaged = 50 ; in dist/(sec^2) 176 Braking = 100 ; in dist/(sec^2) 177 MinTurnSpeed = 0 ; in dist/sec 178 ZAxisBehavior = NO_Z_MOTIVE_FORCE 179 Appearance = TWO_LEGS 180 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 181 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 182 End 183 184 ;------------------------------------------------------------------------------ 185 Locomotor ColonelBurtonCliffLocomotor 186 Surfaces = CLIFF 187 Speed = 20 ; in dist/sec 188 SpeedDamaged = 15 ; in dist/sec 189 TurnRate = 360 ; in degrees/sec 190 TurnRateDamaged = 350 ; in degrees/sec 191 Acceleration = 100 ; in dist/(sec^2) 192 AccelerationDamaged = 50 ; in dist/(sec^2) 193 Braking = 100 ; in dist/(sec^2) 194 MinTurnSpeed = 0 ; in dist/sec 195 ZAxisBehavior = NO_Z_MOTIVE_FORCE 196 Appearance = CLIMBER 197 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 198 End 199 200 ;------------------------------------------------------------------------------ 201 Locomotor RedguardLocomotor 202 Surfaces = GROUND RUBBLE 203 Speed = 25 ;30 ; in dist/sec 204 SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 205 TurnRate = 500 ; in degrees/sec 206 TurnRateDamaged = 500 ; in degrees/sec 207 Acceleration = 100 ; in dist/(sec^2) 208 AccelerationDamaged = 50 ; in dist/(sec^2) 209 Braking = 150 ; in dist/(sec^2) 210 MinTurnSpeed = 0 ; in dist/sec 211 ZAxisBehavior = NO_Z_MOTIVE_FORCE 212 Appearance = TWO_LEGS 213 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 214 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger. 215 End 216 217 ;------------------------------------------------------------------------------ 218 Locomotor ParadeRedguardLocomotor 219 Surfaces = GROUND 220 Speed = 10 ;30 ; in dist/sec 221 SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 222 TurnRate = 350 ; in degrees/sec 223 TurnRateDamaged = 350 ; in degrees/sec 224 Acceleration = 100 ; in dist/(sec^2) 225 AccelerationDamaged = 50 ; in dist/(sec^2) 226 Braking = 150 ; in dist/(sec^2) 227 MinTurnSpeed = 0 ; in dist/sec 228 ZAxisBehavior = NO_Z_MOTIVE_FORCE 229 Appearance = TWO_LEGS 230 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 231 End 232 233 ;------------------------------------------------------------------------------ 234 ;****************** Cinematic-Only unit *************************************** 235 Locomotor CINE_ParadeRedguardLocomotor 236 Surfaces = GROUND 237 Speed = 10 ;30 ; in dist/sec 238 SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 239 TurnRate = 350 ; in degrees/sec 240 TurnRateDamaged = 350 ; in degrees/sec 241 Acceleration = 100 ; in dist/(sec^2) 242 AccelerationDamaged = 50 ; in dist/(sec^2) 243 Braking = 150 ; in dist/(sec^2) 244 MinTurnSpeed = 0 ; in dist/sec 245 ZAxisBehavior = NO_Z_MOTIVE_FORCE 246 Appearance = TWO_LEGS 247 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 248 End 249 250 ;------------------------------------------------------------------------------ 251 Locomotor WanderHumanLocomotor 252 Surfaces = GROUND 253 Speed = 10 ;20 ; in dist/sec 254 SpeedDamaged = 10 ;30 ; in dist/sec 255 TurnRate = 350 ; in degrees/sec 256 TurnRateDamaged = 350 ; in degrees/sec 257 Acceleration = 100 ; in dist/(sec^2) 258 AccelerationDamaged = 50 ; in dist/(sec^2) 259 Braking = 100 ; in dist/(sec^2) 260 MinTurnSpeed = 0 ; in dist/sec 261 ZAxisBehavior = NO_Z_MOTIVE_FORCE 262 Appearance = TWO_LEGS 263 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 264 265 ; NOTE: The two wander parameters only apply to the TWO_LEGS appearance. 266 WanderWidthFactor = 1.0 ; how far we wander side to side approx body widths. 267 WanderLengthFactor = 5.0; how we go forward before we cross back to the other side. 268 269 WanderAboutPointRadius = 30.0; When we are wandering around a point, how far do we wander from the point (in 'feet' distance). 270 271 272 End 273 274 ;------------------------------------------------------------------------------ 275 Locomotor PanicHumanLocomotor 276 Surfaces = GROUND RUBBLE 277 Speed = 25 ;30 ; in dist/sec 278 SpeedDamaged = 10 ;30 ; in dist/sec 279 TurnRate = 350 ; in degrees/sec 280 TurnRateDamaged = 350 ; in degrees/sec 281 Acceleration = 100 ; in dist/(sec^2) 282 AccelerationDamaged = 50 ; in dist/(sec^2) 283 Braking = 100 ; in dist/(sec^2) 284 MinTurnSpeed = 0 ; in dist/sec 285 ZAxisBehavior = NO_Z_MOTIVE_FORCE 286 Appearance = TWO_LEGS 287 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 288 289 ; NOTE: The two wander parameters only apply to the TWO_LEGS_WANDER appearance. 290 WanderWidthFactor = 1.25 ; how far we wander side to side approx body widths. 291 WanderLengthFactor = 4.0; how we go forward before we cross back to the other side. 292 293 End 294 295 ;------------------------------------------------------------------------------ 296 Locomotor HazMatHumanLocomotor 297 Surfaces = GROUND RUBBLE 298 Speed = 25 ; in dist/sec 299 SpeedDamaged = 20 ; in dist/sec 300 TurnRate = 180 ; in degrees/sec 301 TurnRateDamaged = 150 ; in degrees/sec 302 Acceleration = 100 ; in dist/(sec^2) 303 AccelerationDamaged = 50 ; in dist/(sec^2) 304 Braking = 100 ; in dist/(sec^2) 305 MinTurnSpeed = 0 ; in dist/sec 306 ZAxisBehavior = NO_Z_MOTIVE_FORCE 307 Appearance = TWO_LEGS 308 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 309 End 310 311 ;------------------------------------------------------------------------------ 312 Locomotor CINE_HazMatHumanLocomotor 313 Surfaces = GROUND RUBBLE 314 Speed = 10 ; in dist/sec 315 SpeedDamaged = 5 ; in dist/sec 316 TurnRate = 180 ; in degrees/sec 317 TurnRateDamaged = 150 ; in degrees/sec 318 Acceleration = 100 ; in dist/(sec^2) 319 AccelerationDamaged = 50 ; in dist/(sec^2) 320 Braking = 100 ; in dist/(sec^2) 321 MinTurnSpeed = 0 ; in dist/sec 322 ZAxisBehavior = NO_Z_MOTIVE_FORCE 323 Appearance = TWO_LEGS 324 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 325 End 326 327 ;------------------------------------------------------------------------------ 328 ; NOTE NOTE NOTE NOTE 329 ; NOTE NOTE NOTE NOTE 330 ; NOTE NOTE NOTE NOTE 331 ; NOTE NOTE NOTE NOTE 332 ; 333 ; Although POW Trucks are cut, AmericaVehiclePOWTruck remains, for cinematic purposes only. 334 ; (It is used in USA03.) It can't do anything interesting, other than move 335 ; and get blown up. Thus we still need this locomotor. 336 ; (srj) 337 ; 338 Locomotor POWTruckLocomotor 339 Surfaces = GROUND 340 Speed = 60 ; in dist/sec 341 SpeedDamaged = 30 ; in dist/sec 342 TurnRate = 120 ; in degrees/sec 343 TurnRateDamaged = 120 ; in degrees/sec 344 Acceleration = 120 ; in dist/(sec^2) 345 AccelerationDamaged = 90 ; in dist/(sec^2) 346 Braking = 50 ; in dist/(sec^2) 347 MinTurnSpeed = 20 ; in dist/sec 348 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 349 ZAxisBehavior = NO_Z_MOTIVE_FORCE 350 Appearance = FOUR_WHEELS 351 352 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 353 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 354 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 355 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 356 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 357 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 358 359 ForwardAccelerationPitchFactor = 0.20 ; How much acceleration will cause the front to lift, or dip for stops. 360 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 361 362 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 363 CanMoveBackwards = Yes ; Can move backwards. 364 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 365 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 366 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 367 End 368 369 ;------------------------------------------------------------------------------ 370 Locomotor 18WheelerLocomotor 371 Surfaces = GROUND 372 Speed = 30 ; in dist/sec 373 SpeedDamaged = 25 ; in dist/sec 374 TurnRate = 90 ; in degrees/sec 375 TurnRateDamaged = 60 ; in degrees/sec 376 Acceleration = 30 ; in dist/(sec^2) 377 AccelerationDamaged = 8 ; in dist/(sec^2) 378 Braking = 50 ; in dist/(sec^2) 379 MinTurnSpeed = 0 ; in dist/sec 380 ZAxisBehavior = NO_Z_MOTIVE_FORCE 381 Appearance = TREADS 382 383 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 384 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 385 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 386 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 387 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 388 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 389 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 390 End 391 392 ;------------------------------------------------------------------------------ 393 Locomotor SCUDMissileLocomotor 394 Surfaces = AIR 395 Speed = 200 ; in dist/sec 396 SpeedDamaged = 200 ; in dist/sec 397 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 398 Acceleration = 675 ; in dist/(sec^2) 399 Braking = 0 ; in dist/(sec^2) 400 TurnRate = 540 ; in degrees/sec 401 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 402 AllowAirborneMotiveForce = Yes 403 Appearance = THRUST 404 PreferredHeight = 120 405 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 406 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 407 End 408 409 ;------------------------------------------------------------------------------ 410 Locomotor SCUDStormMissileLocomotor 411 Surfaces = AIR 412 Speed = 300 ; in dist/sec 413 SpeedDamaged = 200 ; in dist/sec 414 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 415 Acceleration = 675 ; in dist/(sec^2) 416 Braking = 0 ; in dist/(sec^2) 417 TurnRate = 540 ; in degrees/sec 418 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 419 AllowAirborneMotiveForce = Yes 420 Appearance = THRUST 421 PreferredHeight = 240 422 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 423 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 424 ThrustRoll = 0.06 425 ThrustWobbleRate = 0.008 426 ThrustMinWobble = -0.040 427 ThrustMaxWobble = 0.040 428 CloseEnoughDist3D = Yes ; This allows the missile to fly over the target and come back 429 End 430 431 ;------------------------------------------------------------------------------ 432 Locomotor TomahawkLocomotor 433 Surfaces = GROUND 434 Speed = 30 ; in dist/sec 435 SpeedDamaged = 25 ; in dist/sec 436 TurnRate = 180 ;90 ; in degrees/sec 437 TurnRateDamaged = 180 ;60 ; in degrees/sec 438 Acceleration = 1000 ;240 ; in dist/(sec^2) 439 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 440 Braking = 1000 ;50 ; in dist/(sec^2) 441 MinTurnSpeed = 0 ; in dist/sec 442 ZAxisBehavior = NO_Z_MOTIVE_FORCE 443 Appearance = TREADS 444 445 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 446 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 447 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 448 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 449 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 450 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 451 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 452 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 453 End 454 455 ;------------------------------------------------------------------------------ 456 Locomotor NuclearCannonShellLocomotor 457 Surfaces = AIR 458 Speed = 300 ; in dist/sec 459 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 460 Acceleration = 2160 ; in dist/(sec^2) 461 Braking = 0 ; in dist/(sec^2) 462 TurnRate = 225 ; in degrees/sec 463 MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) 464 AllowAirborneMotiveForce = Yes 465 Appearance = THRUST 466 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 467 End 468 469 ;------------------------------------------------------------------------------ 470 Locomotor CrusaderLocomotor 471 Surfaces = GROUND 472 Speed = 30 ; in dist/sec 473 SpeedDamaged = 25 ; in dist/sec 474 TurnRate = 180 ;90 ; in degrees/sec 475 TurnRateDamaged = 180 ;60 ; in degrees/sec 476 Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) 477 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 478 Braking = 1000 ;50 ; in dist/(sec^2) 479 MinTurnSpeed = 0 ; in dist/sec 480 ZAxisBehavior = NO_Z_MOTIVE_FORCE 481 Appearance = TREADS 482 483 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 484 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 485 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 486 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 487 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 488 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 489 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 490 End 491 492 ;------------------------------------------------------------------------------ 493 ;*************************** Cinematic-Only unit ****************************** 494 Locomotor CINE_CrusaderLocomotor 495 Surfaces = GROUND 496 Speed = 30 ; in dist/sec 497 SpeedDamaged = 25 ; in dist/sec 498 TurnRate = 180 ;90 ; in degrees/sec 499 TurnRateDamaged = 180 ;60 ; in degrees/sec 500 Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) 501 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 502 Braking = 1000 ;50 ; in dist/(sec^2) 503 MinTurnSpeed = 0 ; in dist/sec 504 ZAxisBehavior = NO_Z_MOTIVE_FORCE 505 Appearance = TREADS 506 507 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 508 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 509 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 510 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 511 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 512 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 513 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 514 End 515 516 ;------------------------------------------------------------------------------ 517 Locomotor MilitiaTankLocomotor 518 Surfaces = GROUND 519 Speed = 30 ; in dist/sec 520 SpeedDamaged = 25 ; in dist/sec 521 TurnRate = 180 ;90 ; in degrees/sec 522 TurnRateDamaged = 180 ;60 ; in degrees/sec 523 Acceleration = 1000 ;30 ; in dist/(sec^2) 524 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 525 Braking = 1000 ;50 ; in dist/(sec^2) 526 MinTurnSpeed = 0 ; in dist/sec 527 ZAxisBehavior = NO_Z_MOTIVE_FORCE 528 Appearance = TREADS 529 530 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 531 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 532 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 533 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 534 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 535 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 536 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 537 End 538 539 ;------------------------------------------------------------------------------ 540 Locomotor ScorpionLocomotor 541 Surfaces = GROUND 542 Speed = 40 ; in dist/sec 543 SpeedDamaged = 30 ; in dist/sec 544 TurnRate = 180 ;90 ; in degrees/sec 545 TurnRateDamaged = 180 ;60 ; in degrees/sec 546 Acceleration = 1000 ;30 ; in dist/(sec^2) 547 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 548 Braking = 1000 ;50 ; in dist/(sec^2) 549 MinTurnSpeed = 0 ; in dist/sec 550 ZAxisBehavior = NO_Z_MOTIVE_FORCE 551 Appearance = TREADS 552 553 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 554 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 555 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 556 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 557 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 558 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 559 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 560 End 561 562 ;------------------------------------------------------------------------------ 563 Locomotor MarauderLocomotor 564 Surfaces = GROUND 565 Speed = 40 ; in dist/sec 566 SpeedDamaged = 30 ; in dist/sec 567 TurnRate = 180 ; in degrees/sec 568 TurnRateDamaged = 180 ;60 ; in degrees/sec 569 Acceleration = 1000 ;30 ; in dist/(sec^2) 570 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 571 Braking = 1000 ;50 ; in dist/(sec^2) 572 MinTurnSpeed = 0 ; in dist/sec 573 ZAxisBehavior = NO_Z_MOTIVE_FORCE 574 Appearance = TREADS 575 576 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 577 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 578 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 579 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 580 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 581 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 582 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 583 End 584 585 ;------------------------------------------------------------------------------ 586 Locomotor BombTruckLocomotor 587 Surfaces = GROUND 588 Speed = 50 ; in dist/sec 589 SpeedDamaged = 50 ; in dist/sec 590 TurnRate = 90 ; in degrees/sec 591 TurnRateDamaged = 60 ; in degrees/sec 592 Acceleration = 1000 ;400 ; in dist/(sec^2) 593 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 594 Braking = 1000 ;50 ; in dist/(sec^2) 595 MinTurnSpeed = 0 ; in dist/sec 596 ZAxisBehavior = NO_Z_MOTIVE_FORCE 597 Appearance = FOUR_WHEELS 598 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 599 600 AccelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will lift or roll from acceleration. 601 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 602 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 603 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 604 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 605 ForwardAccelerationPitchFactor = 0 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. 606 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 607 608 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 609 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 610 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 611 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 612 End 613 614 ;------------------------------------------------------------------------------ 615 Locomotor ScudLauncherLocomotor 616 Surfaces = GROUND 617 Speed = 20 ; in dist/sec 618 SpeedDamaged = 15 ; in dist/sec 619 TurnRate = 50 ; in degrees/sec 620 TurnRateDamaged = 45 ; in degrees/sec 621 Acceleration = 160 ; in dist/(sec^2) 622 AccelerationDamaged = 120 ; in dist/(sec^2) 623 Braking = 50 ; in dist/(sec^2) 624 MinTurnSpeed = 15 ; in dist/sec 625 ZAxisBehavior = NO_Z_MOTIVE_FORCE 626 627 ;Appearance = TREADS 628 Appearance = FOUR_WHEELS 629 TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 630 631 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 632 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 633 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 634 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 635 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 636 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 637 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 638 639 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 640 CanMoveBackwards = Yes ; Can move backwards. 641 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 642 MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. 643 FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. 644 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 645 646 End 647 648 ;------------------------------------------------------------------------------ 649 Locomotor BattleMasterLocomotor 650 Surfaces = GROUND WATER 651 Speed = 25 ; in dist/sec 652 SpeedDamaged = 25 ; in dist/sec 653 TurnRate = 180 ;90 ; in degrees/sec 654 TurnRateDamaged = 180 ;60 ; in degrees/sec 655 Acceleration = 1000 ;240 ; in dist/(sec^2) 656 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 657 Braking = 1000 ;50 ; in dist/(sec^2) 658 MinTurnSpeed = 0 ; in dist/sec 659 ZAxisBehavior = NO_Z_MOTIVE_FORCE 660 Appearance = TREADS 661 662 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 663 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 664 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 665 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 666 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 667 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 668 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 669 End 670 671 ;------------------------------------------------------------------------------ 672 Locomotor NuclearBattleMasterLocomotor 673 Surfaces = GROUND 674 Speed = 35 ; 33% faster than normal 675 SpeedDamaged = 32 ; 33% faster than normal 676 TurnRate = 180 ;120 ; 33% faster than normal 677 TurnRateDamaged = 180 ;80 ; 33% faster than normal 678 Acceleration = 1000 ;240 ; 33% faster than normal 679 AccelerationDamaged = 1000 ;240 ; 33% faster than normal 680 Braking = 1000 ;50 ; in dist/(sec^2) 681 MinTurnSpeed = 0 ; in dist/sec 682 ZAxisBehavior = NO_Z_MOTIVE_FORCE 683 Appearance = TREADS 684 685 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 686 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 687 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 688 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 689 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 690 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 691 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 692 End 693 694 ;------------------------------------------------------------------------------ 695 Locomotor OverlordLocomotor 696 Surfaces = GROUND 697 Speed = 20 ; in dist/sec 698 SpeedDamaged = 20 ; in dist/sec 699 TurnRate = 60 ;25 ; in degrees/sec 700 TurnRateDamaged = 60 ;20 ; in degrees/sec 701 Acceleration = 15 ; in dist/(sec^2) 702 AccelerationDamaged = 15 ; in dist/(sec^2) 703 Braking = 50 ; in dist/(sec^2) 704 MinTurnSpeed = 0 ; in dist/sec 705 ZAxisBehavior = NO_Z_MOTIVE_FORCE 706 Appearance = TREADS 707 708 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 709 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 710 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 711 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 712 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 713 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 714 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 715 End 716 717 ;------------------------------------------------------------------------------ 718 ;*************************** Cinematic-Only unit ****************************** 719 Locomotor CINE_OverlordLocomotor 720 Surfaces = GROUND 721 Speed = 20 ; in dist/sec 722 SpeedDamaged = 20 ; in dist/sec 723 TurnRate = 60 ;25 ; in degrees/sec 724 TurnRateDamaged = 60 ;20 ; in degrees/sec 725 Acceleration = 15 ; in dist/(sec^2) 726 AccelerationDamaged = 15 ; in dist/(sec^2) 727 Braking = 50 ; in dist/(sec^2) 728 MinTurnSpeed = 0 ; in dist/sec 729 ZAxisBehavior = NO_Z_MOTIVE_FORCE 730 Appearance = TREADS 731 732 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 733 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 734 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 735 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 736 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 737 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 738 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 739 End 740 741 742 ;------------------------------------------------------------------------------ 743 Locomotor NuclearOverlordLocomotor 744 Surfaces = GROUND 745 Speed = 30 ; 33% faster than normal 746 SpeedDamaged = 30 ; 33% faster than normal 747 TurnRate = 60 ;32 ; 33% faster than normal 748 TurnRateDamaged = 60 ;27 ; 33% faster than normal 749 Acceleration = 30 ; 33% faster than normal 750 AccelerationDamaged = 30 ; 33% faster than normal 751 Braking = 50 ; in dist/(sec^2) 752 MinTurnSpeed = 0 ; in dist/sec 753 ZAxisBehavior = NO_Z_MOTIVE_FORCE 754 Appearance = TREADS 755 756 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 757 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 758 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 759 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 760 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 761 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 762 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 763 End 764 765 ;------------------------------------------------------------------------------ 766 Locomotor DragonLocomotor 767 Surfaces = GROUND 768 Speed = 30 ; in dist/sec 769 SpeedDamaged = 25 ; in dist/sec 770 TurnRate = 180 ;90 ; in degrees/sec 771 TurnRateDamaged = 180 ;60 ; in degrees/sec 772 Acceleration = 1000 ;240 ; in dist/(sec^2) 773 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 774 Braking = 1000 ;50 ; in dist/(sec^2) 775 MinTurnSpeed = 0 ; in dist/sec 776 ZAxisBehavior = NO_Z_MOTIVE_FORCE 777 Appearance = TREADS 778 779 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 780 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 781 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 782 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 783 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 784 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 785 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 786 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets. 787 End 788 789 ;------------------------------------------------------------------------------ 790 Locomotor BlimpLocomotor 791 Surfaces = GROUND 792 Speed = 30 ; in dist/sec 793 SpeedDamaged = 25 ; in dist/sec 794 TurnRate = 90 ; in degrees/sec 795 TurnRateDamaged = 60 ; in degrees/sec 796 Acceleration = 30 ; in dist/(sec^2) 797 AccelerationDamaged = 8 ; in dist/(sec^2) 798 Braking = 50 ; in dist/(sec^2) 799 MinTurnSpeed = 0 ; in dist/sec 800 ZAxisBehavior = NO_Z_MOTIVE_FORCE 801 Appearance = TREADS 802 803 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 804 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 805 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 806 PitchDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 807 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 808 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 809 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 810 End 811 812 ;------------------------------------------------------------------------------ 813 Locomotor TroopCrawlerLocomotor 814 Surfaces = GROUND WATER 815 Speed = 40 ; in dist/sec 816 SpeedDamaged = 30 ; in dist/sec 817 TurnRate = 120 ;90 ; in degrees/sec 818 TurnRateDamaged = 120 ;60 ; in degrees/sec 819 Acceleration = 1000 ;400 ; in dist/(sec^2) 820 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 821 Braking = 1000 ;50 ; in dist/(sec^2) 822 MinTurnSpeed = 25 ; in dist/sec 823 ZAxisBehavior = NO_Z_MOTIVE_FORCE 824 Appearance = FOUR_WHEELS 825 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 826 827 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 828 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 829 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 830 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 831 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 832 ForwardAccelerationPitchFactor = 0.1 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. 833 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 834 835 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 836 CanMoveBackwards = Yes ; Can move backwards. 837 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 838 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 839 FrontWheelTurnAngle = 30 840 ; How many degrees the front wheels can turn. 841 End 842 843 ;------------------------------------------------------------------------------ 844 Locomotor InfernoLocomotor 845 Surfaces = GROUND 846 Speed = 20 ; in dist/sec 847 SpeedDamaged = 20 ; in dist/sec 848 TurnRate = 120 ;90 ; in degrees/sec 849 TurnRateDamaged = 90 ;60 ; in degrees/sec 850 Acceleration = 1000 ;160 ; in dist/(sec^2) 851 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 852 Braking = 1000 ;50 ; in dist/(sec^2) 853 MinTurnSpeed = 0 ; in dist/sec 854 ZAxisBehavior = NO_Z_MOTIVE_FORCE 855 Appearance = TREADS 856 857 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 858 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 859 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 860 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 861 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 862 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 863 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 864 End 865 866 ;------------------------------------------------------------------------------ 867 ;************************* Cinematic-Only unit ******************************** 868 Locomotor CINE_InfernoLocomotor 869 Surfaces = GROUND 870 Speed = 20 ; in dist/sec 871 SpeedDamaged = 20 ; in dist/sec 872 TurnRate = 120 ;90 ; in degrees/sec 873 TurnRateDamaged = 90 ;60 ; in degrees/sec 874 Acceleration = 1000 ;160 ; in dist/(sec^2) 875 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 876 Braking = 1000 ;50 ; in dist/(sec^2) 877 MinTurnSpeed = 0 ; in dist/sec 878 ZAxisBehavior = NO_Z_MOTIVE_FORCE 879 Appearance = TREADS 880 881 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 882 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 883 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 884 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 885 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 886 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 887 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 888 End 889 890 ;------------------------------------------------------------------------------ 891 Locomotor GattlingTankLocomotor 892 Surfaces = GROUND 893 Speed = 40 ; in dist/sec 894 SpeedDamaged = 40 ; in dist/sec 895 TurnRate = 180 ;90 ; in degrees/sec 896 TurnRateDamaged = 180 ;60 ; in degrees/sec 897 Acceleration = 1000 ;240 ; in dist/(sec^2) 898 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 899 Braking = 1000 ;50 ; in dist/(sec^2) 900 MinTurnSpeed = 0 ; in dist/sec 901 ZAxisBehavior = NO_Z_MOTIVE_FORCE 902 Appearance = TREADS 903 904 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 905 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 906 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 907 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 908 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 909 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 910 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 911 End 912 913 ;------------------------------------------------------------------------------ 914 Locomotor BasicTankLocomotor 915 Surfaces = GROUND 916 Speed = 30 ; in dist/sec 917 SpeedDamaged = 25 ; in dist/sec 918 TurnRate = 180 ;90 ; in degrees/sec 919 TurnRateDamaged = 180 ;60 ; in degrees/sec 920 Acceleration = 1000 ;240 ; in dist/(sec^2) 921 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 922 Braking = 1000 ;50 ; in dist/(sec^2) 923 MinTurnSpeed = 0 ; in dist/sec 924 ZAxisBehavior = NO_Z_MOTIVE_FORCE 925 Appearance = TREADS 926 927 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 928 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 929 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 930 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 931 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 932 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 933 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 934 End 935 ;------------------------------------------------------------------------------ 936 Locomotor SubmarineLocomotor 937 Surfaces = WATER 938 Speed = 40 939 SpeedDamaged = 30 940 TurnRate = 180 941 TurnRateDamaged = 120 942 Acceleration = 30 943 AccelerationDamaged = 20 944 Lift = 120 945 LiftDamaged = 80 946 Braking = 50 947 MinTurnSpeed = 0 948 PreferredHeight = -1;这里写成负值,否则运兵车连轮子都会浮在水面上...好像气功大师。 949 AllowAirborneMotiveForce = Yes 950 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 951 Appearance = HOVER 952 953 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 954 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 955 PitchDamping = 0.9 956 RollDamping = 0.9 957 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 958 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 959 Apply2DFrictionWhenAirborne = Yes 960 AirborneTargetingHeight = 30 961 LocomotorWorksWhenDead = No 962 End 963 964 965 ;------------------------------------------------------------------------------ 966 Locomotor BasicTruckLocomotor 967 Surfaces = GROUND 968 Speed = 30 ; in dist/sec 969 SpeedDamaged = 30 ; in dist/sec 970 TurnRate = 60 ; in degrees/sec 971 TurnRateDamaged = 60 ; in degrees/sec 972 Acceleration = 10 ; in dist/(sec^2) 973 AccelerationDamaged = 10 ; in dist/(sec^2) 974 Braking = 50 ; in dist/(sec^2) 975 MinTurnSpeed = 0 ; in dist/sec 976 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 977 ZAxisBehavior = NO_Z_MOTIVE_FORCE 978 Appearance = FOUR_WHEELS 979 980 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 981 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 982 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 983 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 984 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 985 RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 986 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 987 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 988 End 989 990 ;------------------------------------------------------------------------------ 991 ;************************* Cinematic-Only unit ******************************** 992 Locomotor CINE_NukeTruckLocomotor 993 Surfaces = GROUND 994 Speed = 35 ; in dist/sec 995 SpeedDamaged = 30 ; in dist/sec 996 TurnRate = 60 ; in degrees/sec 997 TurnRateDamaged = 60 ; in degrees/sec 998 Acceleration = 55 ; in dist/(sec^2) 999 AccelerationDamaged = 10 ; in dist/(sec^2) 1000 Braking = 50 ; in dist/(sec^2) 1001 MinTurnSpeed = 0 ; in dist/sec 1002 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1003 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1004 Appearance = FOUR_WHEELS 1005 1006 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 1007 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1008 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1009 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1010 PitchDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1011 RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1012 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1013 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1014 1015 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1016 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 1017 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 1018 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1019 1020 End 1021 1022 ;------------------------------------------------------------------------------ 1023 Locomotor SupplyTruckLocomotor 1024 Surfaces = GROUND 1025 Speed = 40 ; in dist/sec 1026 SpeedDamaged = 20 ; in dist/sec 1027 TurnRate = 90 ; in degrees/sec 1028 TurnRateDamaged = 60 ; in degrees/sec 1029 Acceleration = 240 ; in dist/(sec^2) 1030 AccelerationDamaged = 180 ; in dist/(sec^2) 1031 Braking = 50 ; in dist/(sec^2) 1032 MinTurnSpeed = 15 ; in dist/sec 1033 TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1034 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1035 Appearance = FOUR_WHEELS 1036 1037 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 1038 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1039 PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back. 1040 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1041 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1042 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1043 ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops. 1044 LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. 1045 1046 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1047 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 1048 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 1049 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1050 1051 End 1052 1053 ;------------------------------------------------------------------------------ 1054 Locomotor BasicCarLocomotor 1055 Surfaces = GROUND 1056 Speed = 90 ; in dist/sec 1057 SpeedDamaged = 90 ; in dist/sec 1058 TurnRate = 120 ; in degrees/sec 1059 TurnRateDamaged = 120 ; in degrees/sec 1060 Acceleration = 30 ; in dist/(sec^2) 1061 AccelerationDamaged = 30 ; in dist/(sec^2) 1062 Braking = 50 ; in dist/(sec^2) 1063 MinTurnSpeed = 40 ; in dist/sec 1064 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1065 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1066 Appearance = FOUR_WHEELS 1067 1068 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1069 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1070 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1071 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1072 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1073 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1074 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1075 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1076 End 1077 1078 ;------------------------------------------------------------------------------ 1079 Locomotor BasicForkLiftLocomotor 1080 Surfaces = GROUND 1081 Speed = 20 ; in dist/sec 1082 SpeedDamaged = 10 ; in dist/sec 1083 TurnRate = 180 ; in degrees/sec 1084 TurnRateDamaged = 60 ; in degrees/sec 1085 Acceleration = 5 ; in dist/(sec^2) 1086 AccelerationDamaged = 30 ; in dist/(sec^2) 1087 Braking = 50 ; in dist/(sec^2) 1088 MinTurnSpeed = 40 ; in dist/sec 1089 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1090 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1091 Appearance = FOUR_WHEELS 1092 1093 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1094 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1095 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1096 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1097 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1098 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1099 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1100 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1101 End 1102 1103 ;------------------------------------------------------------------------------ 1104 Locomotor BasicAmphibiousLocomotor 1105 Surfaces = GROUND WATER 1106 Speed = 80 ; in dist/sec 1107 SpeedDamaged = 30 ; in dist/sec 1108 TurnRate = 180 ; in degrees/sec 1109 TurnRateDamaged = 120 ; in degrees/sec 1110 Acceleration = 30 ; in dist/(sec^2) 1111 AccelerationDamaged = 20 ; in dist/(sec^2) 1112 Lift = 120 ; in dist/(sec^2) 1113 LiftDamaged = 80 ; in dist/(sec^2) 1114 Braking = 50 ; in dist/(sec^2) 1115 MinTurnSpeed = 0 ; in dist/sec 1116 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 1117 AllowAirborneMotiveForce = Yes 1118 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1119 Appearance = HOVER 1120 1121 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1122 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1123 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1124 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1125 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1126 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1127 Apply2DFrictionWhenAirborne = Yes 1128 AirborneTargetingHeight = 30 1129 LocomotorWorksWhenDead = No ; 1130 End 1131 1132 ;------------------------------------------------------------------------------ 1133 Locomotor SpyDroneLocomtor 1134 Surfaces = GROUND WATER 1135 Speed = 0 ; in dist/sec 1136 SpeedDamaged = 0 ; in dist/sec 1137 TurnRate = 0 ; in degrees/sec 1138 TurnRateDamaged = 0 ; in degrees/sec 1139 Acceleration = 30 ; in dist/(sec^2) 1140 AccelerationDamaged = 20 ; in dist/(sec^2) 1141 Lift = 120 ; in dist/(sec^2) 1142 LiftDamaged = 80 ; in dist/(sec^2) 1143 Braking = 50 ; in dist/(sec^2) 1144 MinTurnSpeed = 0 ; in dist/sec 1145 PreferredHeight = 90 1146 AllowAirborneMotiveForce = Yes 1147 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1148 Appearance = HOVER 1149 1150 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1151 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1152 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1153 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1154 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1155 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1156 Apply2DFrictionWhenAirborne = Yes 1157 AirborneTargetingHeight = 30 1158 LocomotorWorksWhenDead = No ; 1159 End 1160 1161 ;------------------------------------------------------------------------------ 1162 Locomotor BasicBoatLocomotor 1163 Surfaces = WATER 1164 Speed = 40 ; in dist/sec 1165 SpeedDamaged = 30 ; in dist/sec 1166 TurnRate = 30 ; in degrees/sec 1167 TurnRateDamaged = 30 ; in degrees/sec 1168 Acceleration = 30 ; in dist/(sec^2) 1169 AccelerationDamaged = 20 ; in dist/(sec^2) 1170 Lift = 120 ; in dist/(sec^2) 1171 LiftDamaged = 80 ; in dist/(sec^2) 1172 Braking = 50 ; in dist/(sec^2) 1173 MinTurnSpeed = 0 ; in dist/sec 1174 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 1175 AllowAirborneMotiveForce = Yes 1176 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1177 Appearance = HOVER 1178 1179 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1180 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1181 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1182 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1183 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1184 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1185 Apply2DFrictionWhenAirborne = Yes 1186 AirborneTargetingHeight = 30 1187 LocomotorWorksWhenDead = No 1188 End 1189 ;------------------------------------------------------------------------------ 1190 Locomotor RailroadGuideLocomotor 1191 Surfaces = GROUND 1192 Speed = 133 ; in dist/sec 1193 SpeedDamaged = 60 ; in dist/sec 1194 TurnRate = 120 ; in degrees/sec 1195 TurnRateDamaged = 120 ; in degrees/sec 1196 Acceleration = 9 ; in dist/(sec^2) 1197 AccelerationDamaged = 2 ; in dist/(sec^2) 1198 Braking = 5 ; in dist/(sec^2) 1199 MinTurnSpeed = 0 ; in dist/sec 1200 TurnPivotOffset = 0.0 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1201 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1202 Appearance = FOUR_WHEELS 1203 End 1204 1205 1206 ;------------------------------------------------------------------------------ 1207 Locomotor WanderCarLocomotor 1208 Surfaces = GROUND 1209 Speed = 45 ; in dist/sec 1210 SpeedDamaged = 45 ; in dist/sec 1211 TurnRate = 120 ; in degrees/sec 1212 TurnRateDamaged = 120 ; in degrees/sec 1213 Acceleration = 10 ; in dist/(sec^2) 1214 AccelerationDamaged = 10 ; in dist/(sec^2) 1215 Braking = 50 ; in dist/(sec^2) 1216 MinTurnSpeed = 15 ; in dist/sec 1217 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1218 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1219 Appearance = FOUR_WHEELS 1220 1221 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1222 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1223 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1224 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1225 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1226 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1227 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1228 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1229 End 1230 1231 ;------------------------------------------------------------------------------ 1232 Locomotor PanicCarLocomotor 1233 Surfaces = GROUND 1234 Speed = 90 ; in dist/sec 1235 SpeedDamaged = 90 ; in dist/sec 1236 TurnRate = 120 ; in degrees/sec 1237 TurnRateDamaged = 120 ; in degrees/sec 1238 Acceleration = 30 ; in dist/(sec^2) 1239 AccelerationDamaged = 30 ; in dist/(sec^2) 1240 Braking = 50 ; in dist/(sec^2) 1241 MinTurnSpeed = 40 ; in dist/sec 1242 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1243 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1244 Appearance = FOUR_WHEELS 1245 1246 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1247 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1248 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1249 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1250 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1251 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1252 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1253 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1254 End 1255 1256 ;------------------------------------------------------------------------------ 1257 Locomotor BasicCarSuspensionLocomotor 1258 Surfaces = GROUND 1259 Speed = 90 ; in dist/sec 1260 SpeedDamaged = 90 ; in dist/sec 1261 TurnRate = 120 ; in degrees/sec 1262 TurnRateDamaged = 120 ; in degrees/sec 1263 Acceleration = 30 ; in dist/(sec^2) 1264 AccelerationDamaged = 30 ; in dist/(sec^2) 1265 Braking = 50 ; in dist/(sec^2) 1266 MinTurnSpeed = 40 ; in dist/sec 1267 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1268 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1269 Appearance = FOUR_WHEELS 1270 1271 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1272 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1273 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1274 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1275 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1276 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1277 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1278 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1279 1280 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1281 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1282 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1283 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1284 End 1285 1286 ;------------------------------------------------------------------------------ 1287 Locomotor WanderCarSuspensionLocomotor 1288 Surfaces = GROUND 1289 Speed = 45 ; in dist/sec 1290 SpeedDamaged = 45 ; in dist/sec 1291 TurnRate = 120 ; in degrees/sec 1292 TurnRateDamaged = 120 ; in degrees/sec 1293 Acceleration = 10 ; in dist/(sec^2) 1294 AccelerationDamaged = 10 ; in dist/(sec^2) 1295 Braking = 50 ; in dist/(sec^2) 1296 MinTurnSpeed = 15 ; in dist/sec 1297 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1298 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1299 Appearance = FOUR_WHEELS 1300 1301 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1302 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1303 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1304 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1305 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1306 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1307 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1308 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1309 1310 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1311 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1312 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1313 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1314 End 1315 1316 ;------------------------------------------------------------------------------ 1317 Locomotor PanicCarSuspensionLocomotor 1318 Surfaces = GROUND 1319 Speed = 90 ; in dist/sec 1320 SpeedDamaged = 90 ; in dist/sec 1321 TurnRate = 120 ; in degrees/sec 1322 TurnRateDamaged = 120 ; in degrees/sec 1323 Acceleration = 30 ; in dist/(sec^2) 1324 AccelerationDamaged = 30 ; in dist/(sec^2) 1325 Braking = 50 ; in dist/(sec^2) 1326 MinTurnSpeed = 40 ; in dist/sec 1327 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1328 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1329 Appearance = FOUR_WHEELS 1330 1331 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1332 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1333 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1334 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1335 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1336 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1337 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1338 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1339 1340 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1341 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1342 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1343 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1344 End 1345 1346 ;------------------------------------------------------------------------------ 1347 Locomotor RocketBuggyLocomotor 1348 Surfaces = GROUND 1349 Speed = 90 ; in dist/sec 1350 SpeedDamaged = 80 ; in dist/sec 1351 TurnRate = 180 ; in degrees/sec 1352 TurnRateDamaged = 180 ; in degrees/sec 1353 Acceleration = 90 ; in dist/(sec^2) 1354 AccelerationDamaged = 80 ; in dist/(sec^2) 1355 Braking = 50 ; in dist/(sec^2) 1356 MinTurnSpeed = 20 ; in dist/sec 1357 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1358 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1359 Appearance = FOUR_WHEELS 1360 1361 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1362 BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1363 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1364 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1365 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1366 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1367 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1368 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1369 1370 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1371 CanMoveBackwards = Yes ; Can move backwards. 1372 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1373 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1374 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1375 End 1376 1377 ;------------------------------------------------------------------------------ 1378 ;************************* Cinematic-only unit ******************************** 1379 Locomotor CINE_RocketBuggyLocomotor 1380 Surfaces = GROUND 1381 Speed = 90 ; in dist/sec 1382 SpeedDamaged = 80 ; in dist/sec 1383 TurnRate = 180 ; in degrees/sec 1384 TurnRateDamaged = 180 ; in degrees/sec 1385 Acceleration = 90 ; in dist/(sec^2) 1386 AccelerationDamaged = 80 ; in dist/(sec^2) 1387 Braking = 50 ; in dist/(sec^2) 1388 MinTurnSpeed = 20 ; in dist/sec 1389 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1390 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1391 Appearance = FOUR_WHEELS 1392 1393 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1394 BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1395 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1396 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1397 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1398 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1399 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1400 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1401 1402 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1403 CanMoveBackwards = Yes ; Can move backwards. 1404 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1405 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1406 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1407 End 1408 1409 ;------------------------------------------------------------------------------ 1410 Locomotor HumveeLocomotor 1411 Surfaces = GROUND 1412 Speed = 60 ; in dist/sec 1413 SpeedDamaged = 30 ; in dist/sec 1414 TurnRate = 180 ;120 ; in degrees/sec 1415 TurnRateDamaged = 180 ;120 ; in degrees/sec 1416 Acceleration = 1000 ;60 ; in dist/(sec^2) 1417 AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) 1418 Braking = 1000 ;60 ; in dist/(sec^2) 1419 MinTurnSpeed = 20 ; in dist/sec 1420 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1421 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1422 Appearance = FOUR_WHEELS 1423 StickToGround = No 1424 1425 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1426 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1427 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1428 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1429 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1430 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1431 1432 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1433 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1434 1435 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1436 CanMoveBackwards = Yes ; Can move backwards. 1437 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1438 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1439 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1440 1441 End 1442 1443 ;------------------------------------------------------------------------------ 1444 ;***************************** Cinematic-Only unit **************************** 1445 Locomotor CINE_USAHumveeLocomotor 1446 Surfaces = GROUND 1447 Speed = 60 ; in dist/sec 1448 SpeedDamaged = 30 ; in dist/sec 1449 TurnRate = 180 ;120 ; in degrees/sec 1450 TurnRateDamaged = 180 ;120 ; in degrees/sec 1451 Acceleration = 1000 ;60 ; in dist/(sec^2) 1452 AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) 1453 Braking = 1000 ;60 ; in dist/(sec^2) 1454 MinTurnSpeed = 20 ; in dist/sec 1455 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1456 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1457 Appearance = FOUR_WHEELS 1458 StickToGround = No 1459 1460 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1461 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1462 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1463 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1464 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1465 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1466 1467 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1468 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1469 1470 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1471 CanMoveBackwards = Yes ; Can move backwards. 1472 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1473 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1474 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1475 1476 End 1477 1478 ;------------------------------------------------------------------------------ 1479 ;*************************Required For GLA02 INTRO***************************** 1480 Locomotor CINE_ConvoyTruckLocomotor 1481 Surfaces = GROUND 1482 Speed = 25 ; in dist/sec 1483 SpeedDamaged = 25 ; in dist/sec 1484 TurnRate = 60 ; in degrees/sec 1485 TurnRateDamaged = 60 ; in degrees/sec 1486 Acceleration = 10 ; in dist/(sec^2) 1487 AccelerationDamaged = 10 ; in dist/(sec^2) 1488 Braking = 50 ; in dist/(sec^2) 1489 MinTurnSpeed = 0 ; in dist/sec 1490 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1491 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1492 Appearance = FOUR_WHEELS 1493 1494 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 1495 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1496 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1497 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1498 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1499 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1500 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1501 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1502 1503 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1504 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 1505 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 1506 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1507 1508 End 1509 1510 ;------------------------------------------------------------------------------ 1511 Locomotor RadarVanLocomotor 1512 Surfaces = GROUND 1513 Speed = 40 ; in dist/sec 1514 SpeedDamaged = 30 ; in dist/sec 1515 TurnRate = 180 ; in degrees/sec 1516 TurnRateDamaged = 180 ; in degrees/sec 1517 Acceleration = 50 ; in dist/(sec^2) 1518 AccelerationDamaged = 50 ; in dist/(sec^2) 1519 Braking = 50 ; in dist/(sec^2) 1520 MinTurnSpeed = 20 ; in dist/sec 1521 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1522 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1523 Appearance = FOUR_WHEELS 1524 1525 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 1526 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1527 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1528 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1529 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1530 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1531 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 1532 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1533 1534 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1535 MaximumWheelExtension = -1.5 ; Maximum distance the wheels will drop on the model. 1536 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 1537 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1538 End 1539 1540 ;------------------------------------------------------------------------------ 1541 Locomotor ToxinTruckLocomotor 1542 Surfaces = GROUND 1543 Speed = 30 ; in dist/sec 1544 SpeedDamaged = 20 ; in dist/sec 1545 TurnRate = 180 ; in degrees/sec 1546 TurnRateDamaged = 180 ; in degrees/sec 1547 Acceleration = 100 ;50 ; in dist/(sec^2) 1548 AccelerationDamaged = 100 ;50 ; in dist/(sec^2) 1549 Braking = 100 ;50 ; in dist/(sec^2) 1550 MinTurnSpeed = 20 ; in dist/sec 1551 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1552 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1553 Appearance = FOUR_WHEELS 1554 1555 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 1556 BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1557 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 1558 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 1559 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1560 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1561 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 1562 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1563 1564 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1565 MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. 1566 MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. 1567 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1568 End 1569 1570 ;------------------------------------------------------------------------------ 1571 Locomotor QuadCannonLocomotor 1572 Surfaces = GROUND 1573 Speed = 40 ; in dist/sec 1574 SpeedDamaged = 25 ; in dist/sec 1575 TurnRate = 180 ;90 ; in degrees/sec 1576 TurnRateDamaged = 180 ;60 ; in degrees/sec 1577 Acceleration = 1000 ;240 ; in dist/(sec^2) 1578 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 1579 Braking = 1000 ;50 ; in dist/(sec^2) 1580 MinTurnSpeed = 15 ; in dist/sec 1581 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1582 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1583 Appearance = FOUR_WHEELS 1584 ;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1585 1586 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 1587 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1588 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1589 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1590 PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1591 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1592 ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops. 1593 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1594 1595 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1596 MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. 1597 MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. 1598 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1599 1600 End 1601 1602 ;------------------------------------------------------------------------------ 1603 Locomotor TechnicalLocomotor 1604 Surfaces = GROUND 1605 Speed = 90 ; in dist/sec 1606 SpeedDamaged = 80 ; in dist/sec 1607 TurnRate = 180 ; in degrees/sec 1608 TurnRateDamaged = 180 ; in degrees/sec 1609 Acceleration = 100 ;90 ; in dist/(sec^2) 1610 AccelerationDamaged = 100 ;80 ; in dist/(sec^2) 1611 Braking = 50 ; in dist/(sec^2) 1612 MinTurnSpeed = 20 ; in dist/sec 1613 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1614 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1615 Appearance = FOUR_WHEELS 1616 ;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1617 1618 AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. 1619 BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1620 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1621 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1622 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1623 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1624 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1625 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1626 1627 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1628 CanMoveBackwards = Yes ; Can move backwards. 1629 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 1630 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 1631 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1632 1633 CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success 1634 ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success 1635 End 1636 1637 ;------------------------------------------------------------------------------ 1638 Locomotor ComancheLocomotor 1639 Surfaces = AIR 1640 Speed = 120 ; in dist/sec 1641 SpeedDamaged = 120 ; in dist/sec 1642 TurnRate = 180 ; in degrees/sec 1643 TurnRateDamaged = 180 ; in degrees/sec 1644 Acceleration = 60 ; in dist/(sec^2) 1645 AccelerationDamaged = 60 ; in dist/(sec^2) 1646 Lift = 120 ; in dist/(sec^2) 1647 LiftDamaged = 80 ; in dist/(sec^2) 1648 Braking = 240 ; in dist/(sec^2) 1649 MinTurnSpeed = 0 ; in dist/sec 1650 PreferredHeight = 100 1651 AllowAirborneMotiveForce = Yes 1652 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1653 Appearance = HOVER 1654 1655 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1656 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1657 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1658 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1659 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 1660 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1661 Apply2DFrictionWhenAirborne = Yes 1662 AirborneTargetingHeight = 30 1663 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 1664 End 1665 1666 ;------------------------------------------------------------------------------ 1667 Locomotor CINE_USA08_ComancheLocomotor 1668 Surfaces = AIR 1669 Speed = 120 ; in dist/sec 1670 SpeedDamaged = 120 ; in dist/sec 1671 TurnRate = 180 ; in degrees/sec 1672 TurnRateDamaged = 180 ; in degrees/sec 1673 Acceleration = 60 ; in dist/(sec^2) 1674 AccelerationDamaged = 60 ; in dist/(sec^2) 1675 Lift = 120 ; in dist/(sec^2) 1676 LiftDamaged = 80 ; in dist/(sec^2) 1677 Braking = 240 ; in dist/(sec^2) 1678 MinTurnSpeed = 0 ; in dist/sec 1679 PreferredHeight = 75 1680 AllowAirborneMotiveForce = Yes 1681 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1682 Appearance = HOVER 1683 1684 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1685 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1686 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1687 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1688 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 1689 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1690 Apply2DFrictionWhenAirborne = Yes 1691 AirborneTargetingHeight = 30 1692 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 1693 End 1694 1695 ;------------------------------------------------------------------------------ 1696 Locomotor BasicHelicopterTaxiLocomotor 1697 ; contrary to reality, helis need to be able to taxi (out of a hangar, at least) 1698 Surfaces = GROUND 1699 Speed = 30 ; in dist/sec 1700 SpeedDamaged = 30 ; in dist/sec 1701 TurnRate = 90 ; in degrees/sec 1702 TurnRateDamaged = 60 ; in degrees/sec 1703 Acceleration = 30 ; in dist/(sec^2) 1704 AccelerationDamaged = 8 ; in dist/(sec^2) 1705 Braking = 50 ; in dist/(sec^2) 1706 MinTurnSpeed = 0 ; in dist/sec 1707 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1708 Appearance = TREADS ; so we can turn in place... 1709 End 1710 1711 ;------------------------------------------------------------------------------ 1712 Locomotor A10ThunderboltLocomotor 1713 Surfaces = AIR 1714 Speed = 120 ;55 ; in dist/sec 1715 SpeedDamaged = 120 ;40 ; in dist/sec 1716 MinSpeed = 45 ; in dist/sec 1717 TurnRate = 200 ; in degrees/sec 1718 TurnRateDamaged = 90 ; in degrees/sec 1719 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 1720 Acceleration = 80 ; in dist/(sec^2) 1721 AccelerationDamaged = 50 ; in dist/(sec^2) 1722 Lift = 120 ; in dist/(sec^2) 1723 LiftDamaged = 80 ; in dist/(sec^2) 1724 Braking = 10 ; in dist/(sec^2) 1725 MinTurnSpeed = 70 ; in dist/sec 1726 PreferredHeight = 150 1727 AllowAirborneMotiveForce = Yes 1728 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1729 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 1730 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 1731 Appearance = WINGS 1732 1733 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 1734 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1735 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 1736 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1737 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1738 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1739 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1740 Apply2DFrictionWhenAirborne = Yes 1741 AirborneTargetingHeight = 30 1742 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 1743 End 1744 1745 ;------------------------------------------------------------------------------ 1746 Locomotor A10Thunderbolt2Locomotor 1747 Surfaces = AIR 1748 Speed = 120 ;55 ; in dist/sec 1749 SpeedDamaged = 120 ;40 ; in dist/sec 1750 MinSpeed = 45 ; in dist/sec 1751 TurnRate = 200 ; in degrees/sec 1752 TurnRateDamaged = 90 ; in degrees/sec 1753 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 1754 Acceleration = 80 ; in dist/(sec^2) 1755 AccelerationDamaged = 50 ; in dist/(sec^2) 1756 Lift = 120 ; in dist/(sec^2) 1757 LiftDamaged = 80 ; in dist/(sec^2) 1758 Braking = 10 ; in dist/(sec^2) 1759 MinTurnSpeed = 70 ; in dist/sec 1760 PreferredHeight = 77 1761 AllowAirborneMotiveForce = Yes 1762 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1763 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 1764 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 1765 Appearance = WINGS 1766 1767 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 1768 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1769 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 1770 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1771 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1772 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1773 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1774 Apply2DFrictionWhenAirborne = Yes 1775 AirborneTargetingHeight = 30 1776 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 1777 End 1778 1779 ;------------------------------------------------------------------------------ 1780 Locomotor ChinookLocomotor 1781 Surfaces = AIR 1782 Speed = 150 ; in dist/sec 1783 SpeedDamaged = 60 ; in dist/sec 1784 TurnRate = 180 ; in degrees/sec 1785 TurnRateDamaged = 90 ; in degrees/sec 1786 Acceleration = 60 ; in dist/(sec^2) 1787 AccelerationDamaged = 30 ; in dist/(sec^2) 1788 Lift = 120 ; in dist/(sec^2) 1789 LiftDamaged = 80 ; in dist/(sec^2) 1790 Braking = 100 ; in dist/(sec^2) 1791 MinTurnSpeed = 0 ; in dist/sec 1792 PreferredHeight = 100 1793 AllowAirborneMotiveForce = Yes 1794 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1795 Appearance = HOVER 1796 1797 ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows 1798 ; us to "slide into place" (rather than turning) when we get close to our destination. 1799 ; the magnitude is basically the number of msec it would take us to reach the dest 1800 ; at our max speed; if we're under this threshold, we just slide into place... 1801 SlideIntoPlaceTime = 100 1802 1803 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1804 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1805 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1806 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1807 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1808 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1809 Apply2DFrictionWhenAirborne = Yes 1810 AirborneTargetingHeight = 30 1811 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 1812 End 1813 1814 ;------------------------------------------------------------------------------ 1815 Locomotor ArrowLocomotor 1816 Surfaces = AIR 1817 Speed = 60 ; in dist/sec 1818 SpeedDamaged = 60 ; in dist/sec 1819 TurnRate = 90 ; in degrees/sec 1820 TurnRateDamaged = 90 ; in degrees/sec 1821 Acceleration = 30 ; in dist/(sec^2) 1822 AccelerationDamaged = 30 ; in dist/(sec^2) 1823 Lift = 80 ; in dist/(sec^2) 1824 LiftDamaged = 80 ; in dist/(sec^2) 1825 Braking = 50 ; in dist/(sec^2) 1826 MinTurnSpeed = 0 ; in dist/sec 1827 PreferredHeight = 25 1828 PreferredHeightDamping = 1.0 1829 AllowAirborneMotiveForce = Yes 1830 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1831 Appearance = HOVER 1832 1833 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1834 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1835 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1836 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1837 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 1838 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1839 Apply2DFrictionWhenAirborne = Yes 1840 AirborneTargetingHeight = 20 1841 End 1842 1843 ;------------------------------------------------------------------------------ 1844 Locomotor B52Locomotor 1845 Surfaces = AIR 1846 Speed = 125 ;100 ; in dist/sec 1847 SpeedDamaged = 75 ; in dist/sec 1848 MinSpeed = 60 ; in dist/sec 1849 TurnRate = 25 ; in degrees/sec 1850 TurnRateDamaged = 10 ; in degrees/sec 1851 Acceleration = 60 ; in dist/(sec^2) 1852 AccelerationDamaged = 30 ; in dist/(sec^2) 1853 Lift = 120 ; in dist/(sec^2) 1854 LiftDamaged = 80 ; in dist/(sec^2) 1855 Braking = 20 ; in dist/(sec^2) 1856 MinTurnSpeed = 10 ; in dist/sec 1857 PreferredHeight = 100 1858 AllowAirborneMotiveForce = Yes 1859 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1860 Appearance = WINGS 1861 1862 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1863 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1864 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1865 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1866 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1867 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1868 Apply2DFrictionWhenAirborne = Yes 1869 AirborneTargetingHeight = 30 1870 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 1871 End 1872 1873 ;------------------------------------------------------------------------------ 1874 Locomotor CINE_USA08_B52Locomotor 1875 Surfaces = AIR 1876 Speed = 125 ;100 ; in dist/sec 1877 SpeedDamaged = 75 ; in dist/sec 1878 MinSpeed = 60 ; in dist/sec 1879 TurnRate = 25 ; in degrees/sec 1880 TurnRateDamaged = 10 ; in degrees/sec 1881 Acceleration = 60 ; in dist/(sec^2) 1882 AccelerationDamaged = 30 ; in dist/(sec^2) 1883 Lift = 120 ; in dist/(sec^2) 1884 LiftDamaged = 80 ; in dist/(sec^2) 1885 Braking = 20 ; in dist/(sec^2) 1886 MinTurnSpeed = 10 ; in dist/sec 1887 PreferredHeight = 75 1888 AllowAirborneMotiveForce = Yes 1889 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1890 Appearance = WINGS 1891 1892 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1893 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 1894 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1895 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1896 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1897 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1898 Apply2DFrictionWhenAirborne = Yes 1899 AirborneTargetingHeight = 30 1900 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 1901 End 1902 1903 ;------------------------------------------------------------------------------ 1904 Locomotor MIGLocomotor 1905 Surfaces = AIR 1906 Speed = 160 1907 SpeedDamaged = 160 1908 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 1909 MinSpeed = 60 1910 TurnRate = 120 1911 TurnRateDamaged = 90 1912 Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) 1913 AccelerationDamaged = 30 1914 Lift = 120 1915 LiftDamaged = 80 1916 Braking = 10 1917 MinTurnSpeed = 150 1918 PreferredHeight = 100 1919 AllowAirborneMotiveForce = Yes 1920 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1921 CirclingRadius = 100 1922 Appearance = WINGS 1923 1924 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 1925 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1926 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 1927 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1928 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1929 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 1930 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1931 Apply2DFrictionWhenAirborne = Yes 1932 AirborneTargetingHeight = 30 1933 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 1934 End 1935 1936 ;------------------------------------------------------------------------------ 1937 Locomotor ParachuteLocomotor 1938 Surfaces = AIR 1939 Speed = 60 ; in dist/sec 1940 SpeedDamaged = 60 ; in dist/sec 1941 TurnRate = 120 ; in degrees/sec 1942 TurnRateDamaged = 90 ; in degrees/sec 1943 Acceleration = 60 ; in dist/(sec^2) 1944 AccelerationDamaged = 60 ; in dist/(sec^2) 1945 Lift = 100 ; in dist/(sec^2) 1946 LiftDamaged = 10 ; in dist/(sec^2) 1947 Braking = 100 ; in dist/(sec^2) 1948 MinTurnSpeed = 0 ; in dist/sec 1949 PreferredHeight = -1 ; nonzero, so we go as low as possible 1950 SpeedLimitZ = 15 ; max speed we want to try to fall 1951 AllowAirborneMotiveForce = Yes 1952 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1953 Appearance = HOVER 1954 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1955 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 1956 PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1957 RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1958 Apply2DFrictionWhenAirborne = Yes 1959 Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) 1960 AirborneTargetingHeight = 30 1961 CloseEnoughDist = 50 1962 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back 1963 End 1964 1965 ;------------------------------------------------------------------------------ 1966 Locomotor CrateParachuteLocomotor 1967 Surfaces = AIR 1968 Speed = 60 ; in dist/sec 1969 SpeedDamaged = 60 ; in dist/sec 1970 TurnRate = 120 ; in degrees/sec 1971 TurnRateDamaged = 90 ; in degrees/sec 1972 Acceleration = 60 ; in dist/(sec^2) 1973 AccelerationDamaged = 60 ; in dist/(sec^2) 1974 Lift = 100 ; in dist/(sec^2) 1975 LiftDamaged = 10 ; in dist/(sec^2) 1976 Braking = 100 ; in dist/(sec^2) 1977 MinTurnSpeed = 0 ; in dist/sec 1978 PreferredHeight = -1 ; nonzero, so we go as low as possible 1979 SpeedLimitZ = 15 ; max speed we want to try to fall 1980 AllowAirborneMotiveForce = Yes 1981 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1982 Appearance = HOVER 1983 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1984 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 1985 PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1986 RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1987 Apply2DFrictionWhenAirborne = Yes 1988 Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) 1989 AirborneTargetingHeight = 30 1990 CloseEnoughDist = 50 1991 CloseEnoughDist3D = Yes 1992 End 1993 1994 ;------------------------------------------------------------------------------ 1995 ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, 1996 ; but there's a good reason: the Aurora moves so freakin' fast that it's really 1997 ; hard to (1) find a reliable drop location, and (2) actually get it close enough to 1998 ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle) 1999 ; navigation on the way down. This works pretty well and actually looks much better 2000 ; than you might think. (srj) 2001 Locomotor AuroraBombLocomotor 2002 Surfaces = AIR 2003 Speed = 200 ; in dist/sec 2004 MinSpeed = 200 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2005 Acceleration = 960 ; in dist/(sec^2) 2006 Braking = 960 ; in dist/(sec^2) 2007 TurnRate = 960 ; in degrees/sec 2008 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2009 AllowAirborneMotiveForce = Yes 2010 Appearance = THRUST 2011 End 2012 2013 ;------------------------------------------------------------------------------ 2014 Locomotor FreeFallLocomotor 2015 Surfaces = AIR 2016 Speed = 0 ; in dist/sec 2017 SpeedDamaged = 0 ; in dist/sec 2018 TurnRate = 0 ; in degrees/sec 2019 TurnRateDamaged = 0 ; in degrees/sec 2020 Acceleration = 0 ; in dist/(sec^2) 2021 AccelerationDamaged = 0 ; in dist/(sec^2) 2022 Lift = 0 ; in dist/(sec^2) 2023 LiftDamaged = 0 ; in dist/(sec^2) 2024 Braking = 0 ; in dist/(sec^2) 2025 MinTurnSpeed = 0 ; in dist/sec 2026 PreferredHeight = -1 ; nonzero, so we go as low as possible 2027 SpeedLimitZ = 999999 ; max speed we want to try to fall 2028 AllowAirborneMotiveForce = Yes 2029 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2030 Appearance = HOVER 2031 PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. 2032 RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. 2033 PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2034 RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2035 Apply2DFrictionWhenAirborne = No 2036 AirborneTargetingHeight = 30 2037 End 2038 2039 ;------------------------------------------------------------------------------ 2040 Locomotor CrateFreeFallLocomotor 2041 Surfaces = AIR 2042 Speed = 0 ; in dist/sec 2043 SpeedDamaged = 0 ; in dist/sec 2044 TurnRate = 0 ; in degrees/sec 2045 TurnRateDamaged = 0 ; in degrees/sec 2046 Acceleration = 0 ; in dist/(sec^2) 2047 AccelerationDamaged = 0 ; in dist/(sec^2) 2048 Lift = 0 ; in dist/(sec^2) 2049 LiftDamaged = 0 ; in dist/(sec^2) 2050 Braking = 0 ; in dist/(sec^2) 2051 MinTurnSpeed = 0 ; in dist/sec 2052 PreferredHeight = -1 ; nonzero, so we go as low as possible 2053 SpeedLimitZ = 999999 ; max speed we want to try to fall 2054 AllowAirborneMotiveForce = Yes 2055 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2056 Appearance = HOVER 2057 PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. 2058 RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. 2059 PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2060 RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2061 Apply2DFrictionWhenAirborne = No 2062 AirborneTargetingHeight = 30 2063 End 2064 2065 ;------------------------------------------------------------------------------ 2066 Locomotor AngryMobNexusLocomotor 2067 Surfaces = GROUND RUBBLE 2068 Speed = 18 ; in dist/sec 2069 SpeedDamaged = 18 ;10 ;30 ; in dist/sec 2070 TurnRate = 360 ; in degrees/sec 2071 TurnRateDamaged = 350 ; in degrees/sec 2072 Acceleration = 100 ; in dist/(sec^2) 2073 AccelerationDamaged = 50 ; in dist/(sec^2) 2074 Braking = 100 ; in dist/(sec^2) 2075 MinTurnSpeed = 0 ; in dist/sec 2076 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2077 Appearance = TWO_LEGS 2078 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2079 End 2080 2081 ;------------------------------------------------------------------------------ 2082 Locomotor AngryMobNormalLocomotor 2083 Surfaces = GROUND RUBBLE 2084 Speed = 20 ;30 ; in dist/sec 2085 SpeedDamaged = 10 ;30 ; in dist/sec 2086 TurnRate = 500 ; in degrees/sec 2087 TurnRateDamaged = 500 ; in degrees/sec 2088 Acceleration = 100 ; in dist/(sec^2) 2089 AccelerationDamaged = 50 ; in dist/(sec^2) 2090 Braking = 100 ; in dist/(sec^2) 2091 MinTurnSpeed = 0 ; in dist/sec 2092 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2093 Appearance = TWO_LEGS 2094 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2095 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 2096 End 2097 ;------------------------------------------------------------------------------ 2098 Locomotor AngryMobWanderLocomotor 2099 Surfaces = GROUND RUBBLE 2100 Speed = 13 ;;IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO MOBSTER CAN LET THE OTHERS CATCH UP 2101 SpeedDamaged = 10 ;30 ; in dist/sec 2102 TurnRate = 500 ; in degrees/sec 2103 TurnRateDamaged = 500 ; in degrees/sec 2104 Acceleration = 100 ; in dist/(sec^2) 2105 AccelerationDamaged = 50 ; in dist/(sec^2) 2106 Braking = 100 ; in dist/(sec^2) 2107 MinTurnSpeed = 0 ; in dist/sec 2108 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2109 Appearance = TWO_LEGS 2110 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2111 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 2112 End 2113 ;------------------------------------------------------------------------------ 2114 Locomotor AngryMobPanicLocomotor 2115 Surfaces = GROUND RUBBLE 2116 Speed = 32 ;IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS 2117 SpeedDamaged = 10 ;30 ; in dist/sec 2118 TurnRate = 500 ; in degrees/sec 2119 TurnRateDamaged = 500 ; in degrees/sec 2120 Acceleration = 100 ; in dist/(sec^2) 2121 AccelerationDamaged = 50 ; in dist/(sec^2) 2122 Braking = 100 ; in dist/(sec^2) 2123 MinTurnSpeed = 0 ; in dist/sec 2124 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2125 Appearance = TWO_LEGS 2126 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2127 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 2128 End 2129 ;------------------------------------------------------------------------------ 2130 2131 2132 Locomotor DroneLocomotor 2133 Surfaces = AIR 2134 Speed = 60 ; in dist/sec 2135 SpeedDamaged = 30 ; in dist/sec 2136 MinSpeed = 0 ; in dist/sec 2137 TurnRate = 180 ; in degrees/sec 2138 TurnRateDamaged = 90 ; in degrees/sec 2139 Acceleration = 60 ; in dist/(sec^2) 2140 AccelerationDamaged = 30 ; in dist/(sec^2) 2141 Lift = 120 ; in dist/(sec^2) 2142 LiftDamaged = 80 ; in dist/(sec^2) 2143 Braking = 50 ; in dist/(sec^2) 2144 MinTurnSpeed = 10 ; in dist/sec 2145 PreferredHeight = 50 2146 AllowAirborneMotiveForce = Yes 2147 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2148 Appearance = HOVER 2149 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2150 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2151 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2152 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2153 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2154 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2155 Apply2DFrictionWhenAirborne = Yes 2156 AirborneTargetingHeight = 20 2157 End 2158 2159 ;------------------------------------------------------------------------------ 2160 Locomotor BattleDroneLocomotor 2161 Surfaces = AIR 2162 Speed = 40 ; in dist/sec 2163 SpeedDamaged = 20 ; in dist/sec 2164 MinSpeed = 0 ; in dist/sec 2165 TurnRate = 90 ; in degrees/sec 2166 TurnRateDamaged = 90 ; in degrees/sec 2167 Acceleration = 30 ; in dist/(sec^2) 2168 AccelerationDamaged = 15 ; in dist/(sec^2) 2169 Lift = 120 ; in dist/(sec^2) 2170 LiftDamaged = 80 ; in dist/(sec^2) 2171 Braking = 100 ; in dist/(sec^2) 2172 MinTurnSpeed = 20 ; in dist/sec 2173 PreferredHeight = 50 2174 AllowAirborneMotiveForce = Yes 2175 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2176 Appearance = HOVER 2177 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2178 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2179 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2180 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2181 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2182 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2183 Apply2DFrictionWhenAirborne = Yes 2184 AirborneTargetingHeight = 20 2185 End 2186 2187 ;------------------------------------------------------------------------------ 2188 ;This is a crazy version of the battle drone -- when he's repairing 2189 ;his master, he needs to zip around nearly instantly. Otherwise, 2190 ;he slowly drives around and wastes time. He's not intended to 2191 ;move far at all. 2192 ;------------------------------------------------------------------------------ 2193 Locomotor BattleDronePanicLocomotor 2194 Surfaces = AIR 2195 Speed = 140 ; in dist/sec 2196 SpeedDamaged = 140 ; in dist/sec 2197 MinSpeed = 0 ; in dist/sec 2198 TurnRate = 500 ; in degrees/sec 2199 TurnRateDamaged = 400 ; in degrees/sec 2200 Acceleration = 600 ; in dist/(sec^2) 2201 AccelerationDamaged = 400 ; in dist/(sec^2) 2202 Lift = 120 ; in dist/(sec^2) 2203 LiftDamaged = 80 ; in dist/(sec^2) 2204 Braking = 4000 ; in dist/(sec^2) 2205 MinTurnSpeed = 360 ; in dist/sec 2206 PreferredHeight = 50 2207 AllowAirborneMotiveForce = Yes 2208 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2209 Appearance = HOVER 2210 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2211 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2212 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2213 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2214 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2215 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2216 Apply2DFrictionWhenAirborne = Yes 2217 AirborneTargetingHeight = 20 2218 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back 2219 End 2220 2221 ;------------------------------------------------------------------------------ 2222 Locomotor BirdLocomotor 2223 Surfaces = AIR 2224 Speed = 60 ; in dist/sec 2225 SpeedDamaged = 50 ; in dist/sec 2226 MinSpeed = 35 ; in dist/sec 2227 TurnRate = 25 ; in degrees/sec 2228 TurnRateDamaged = 10 ; in degrees/sec 2229 Acceleration = 60 ; in dist/(sec^2) 2230 AccelerationDamaged = 30 ; in dist/(sec^2) 2231 Lift = 120 ; in dist/(sec^2) 2232 LiftDamaged = 80 ; in dist/(sec^2) 2233 Braking = 20 ; in dist/(sec^2) 2234 MinTurnSpeed = 10 ; in dist/sec 2235 PreferredHeight = 100 2236 AllowAirborneMotiveForce = Yes 2237 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2238 Appearance = WINGS 2239 2240 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2241 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2242 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2243 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2244 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2245 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2246 End 2247 2248 ;------------------------------------------------------------------------------ 2249 Locomotor WaterWaveLocomotor 2250 Surfaces = AIR 2251 Speed = 120 ; in dist/sec 2252 TurnRate = 20 ; in degrees/sec 2253 Acceleration = 500 ; in dist/(sec^2) 2254 Lift = 200 ; in dist/(sec^2) 2255 Braking = 500 ; in dist/(sec^2) 2256 MinTurnSpeed = 0 ; in dist/sec 2257 PreferredHeight = 10.4 2258 ZAxisBehavior = ABSOLUTE_HEIGHT 2259 AllowAirborneMotiveForce = Yes 2260 Apply2DFrictionWhenAirborne = Yes 2261 End 2262 2263 ;------------------------------------------------------------------------------ 2264 Locomotor AuroraJetLocomotor 2265 Surfaces = AIR 2266 Speed = 180 ; in dist/sec 2267 SpeedDamaged = 120 ; in dist/sec 2268 ; MinSpeed = 120 ; in dist/sec 2269 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2270 MinSpeed = 60 ; in dist/sec 2271 TurnRate = 180 ; in degrees/sec 2272 TurnRateDamaged = 90 ; in degrees/sec 2273 Acceleration = 180 ; in dist/(sec^2) 2274 AccelerationDamaged = 120 ; in dist/(sec^2) 2275 Lift = 120 ; in dist/(sec^2) 2276 LiftDamaged = 80 ; in dist/(sec^2) 2277 Braking = 10 ; in dist/(sec^2) 2278 MinTurnSpeed = 120 ; in dist/sec 2279 PreferredHeight = 100 2280 AllowAirborneMotiveForce = Yes 2281 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2282 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2283 Appearance = WINGS 2284 2285 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2286 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2287 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2288 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2289 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2290 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2291 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2292 Apply2DFrictionWhenAirborne = Yes 2293 AirborneTargetingHeight = 30 2294 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2295 End 2296 2297 ;------------------------------------------------------------------------------ 2298 Locomotor AuroraJetSluggishLocomotor 2299 Surfaces = AIR 2300 Speed = 90 ; in dist/sec 2301 SpeedDamaged = 60 ; in dist/sec 2302 MinSpeed = 60 ; in dist/sec 2303 TurnRate = 60 ; in degrees/sec 2304 TurnRateDamaged = 60 ; in degrees/sec 2305 Acceleration = 90 ; in dist/(sec^2) 2306 AccelerationDamaged = 60 ; in dist/(sec^2) 2307 Lift = 120 ; in dist/(sec^2) 2308 LiftDamaged = 80 ; in dist/(sec^2) 2309 ; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly 2310 Braking = 90 ; not much braking, so we go supersonic->sluggish slowly 2311 MinTurnSpeed = 60 ; in dist/sec 2312 PreferredHeight = 100 2313 AllowAirborneMotiveForce = Yes 2314 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2315 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2316 Appearance = WINGS 2317 2318 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2319 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2320 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2321 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2322 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2323 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2324 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2325 Apply2DFrictionWhenAirborne = Yes 2326 AirborneTargetingHeight = 30 2327 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2328 End 2329 2330 ;------------------------------------------------------------------------------ 2331 Locomotor AuroraJetSupersonicLocomotor 2332 Surfaces = AIR 2333 Speed = 480 ; in dist/sec 2334 SpeedDamaged = 240 ; in dist/sec 2335 ; MinSpeed = 240 ; in dist/sec 2336 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2337 MinSpeed = 60 ; in dist/sec 2338 TurnRate = 180 ; in degrees/sec 2339 TurnRateDamaged = 90 ; in degrees/sec 2340 Acceleration = 480 ; in dist/(sec^2) 2341 AccelerationDamaged = 240 ; in dist/(sec^2) 2342 Lift = 120 ; in dist/(sec^2) 2343 LiftDamaged = 80 ; in dist/(sec^2) 2344 Braking = 10 ; in dist/(sec^2) 2345 MinTurnSpeed = 180 ; in dist/sec 2346 PreferredHeight = 100 2347 AllowAirborneMotiveForce = Yes 2348 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2349 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2350 Appearance = WINGS 2351 2352 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2353 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2354 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2355 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2356 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2357 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2358 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2359 Apply2DFrictionWhenAirborne = Yes 2360 AirborneTargetingHeight = 30 2361 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2362 End 2363 2364 ;------------------------------------------------------------------------------ 2365 Locomotor StealthJetLocomotor 2366 Surfaces = AIR 2367 Speed = 175 ; in dist/sec 2368 SpeedDamaged = 120 ; in dist/sec 2369 ; MinSpeed = 120 ; in dist/sec 2370 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2371 MinSpeed = 60 ; in dist/sec 2372 TurnRate = 180 ; in degrees/sec 2373 TurnRateDamaged = 90 ; in degrees/sec 2374 Acceleration = 150 ; in dist/(sec^2) 2375 AccelerationDamaged = 30 ; in dist/(sec^2) 2376 Lift = 120 ; in dist/(sec^2) 2377 LiftDamaged = 80 ; in dist/(sec^2) 2378 Braking = 10 ; in dist/(sec^2) 2379 MinTurnSpeed = 150 ; in dist/sec 2380 PreferredHeight = 100 2381 AllowAirborneMotiveForce = Yes 2382 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2383 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2384 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 2385 Appearance = WINGS 2386 2387 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2388 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2389 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2390 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2391 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2392 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2393 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2394 Apply2DFrictionWhenAirborne = Yes 2395 AirborneTargetingHeight = 30 2396 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2397 End 2398 2399 ;------------------------------------------------------------------------------ 2400 Locomotor RaptorJetLocomotor 2401 Surfaces = AIR 2402 Speed = 200 ; in dist/sec 2403 SpeedDamaged = 120 ; in dist/sec 2404 ; MinSpeed = 80 ; in dist/sec 2405 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2406 MinSpeed = 60 ; in dist/sec 2407 TurnRate = 120 ; in degrees/sec 2408 TurnRateDamaged = 90 ; in degrees/sec 2409 Acceleration = 120 ; in dist/(sec^2) 2410 AccelerationDamaged = 30 ; in dist/(sec^2) 2411 Lift = 120 ; in dist/(sec^2) 2412 LiftDamaged = 80 ; in dist/(sec^2) 2413 Braking = 10 ; in dist/(sec^2) 2414 MinTurnSpeed = 150 ; in dist/sec 2415 PreferredHeight = 100 2416 AllowAirborneMotiveForce = Yes 2417 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2418 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2419 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 2420 Appearance = WINGS 2421 2422 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2423 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2424 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2425 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2426 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2427 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2428 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2429 Apply2DFrictionWhenAirborne = Yes 2430 AirborneTargetingHeight = 30 2431 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2432 End 2433 2434 ;------------------------------------------------------------------------------ 2435 Locomotor BasicJetTaxiLocomotor 2436 Surfaces = GROUND 2437 Speed = 50 ; in dist/sec 2438 SpeedDamaged = 50 ; in dist/sec 2439 TurnRate = 180 ; in degrees/sec 2440 TurnRateDamaged = 180 ; in degrees/sec 2441 Acceleration = 100 ; in dist/(sec^2) 2442 AccelerationDamaged = 100 ; in dist/(sec^2) 2443 Braking = 999999 ; in dist/(sec^2) 2444 MinTurnSpeed = 0 ; in dist/sec 2445 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2446 Appearance = TREADS ; so we can turn in place... 2447 End 2448 2449 ;------------------------------------------------------------------------------ 2450 Locomotor CINE_BasicJetTaxiLocomotor 2451 Surfaces = GROUND 2452 Speed = 30 ; in dist/sec 2453 SpeedDamaged = 30 ; in dist/sec 2454 TurnRate = 60 ; in degrees/sec 2455 TurnRateDamaged = 60 ; in degrees/sec 2456 Acceleration = 30 ; in dist/(sec^2) 2457 AccelerationDamaged = 30 ; in dist/(sec^2) 2458 Braking = 999999 ; in dist/(sec^2) 2459 MinTurnSpeed = 0 ; in dist/sec 2460 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2461 Appearance = TREADS ; so we can turn in place... 2462 End 2463 2464 ;------------------------------------------------------------------------------ 2465 Locomotor RocketBuggyMissileLocomotor 2466 Surfaces = AIR 2467 Speed = 225 ; in dist/sec 2468 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2469 Acceleration = 675 ; in dist/(sec^2) 2470 Braking = 0 ; in dist/(sec^2) 2471 TurnRate = 100 ; in degrees/sec 2472 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 2473 AllowAirborneMotiveForce = Yes 2474 Appearance = THRUST 2475 End 2476 2477 2478 ;------------------------------------------------------------------------------ 2479 ;------------------------------------------------------------------------------ 2480 Locomotor TunnelDefenderMissileLocomotor 2481 Surfaces = AIR 2482 Speed = 225 ; in dist/sec 2483 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2484 Acceleration = 675 ; in dist/(sec^2) 2485 Braking = 0 ; in dist/(sec^2) 2486 TurnRate = 100 ; in degrees /sec 2487 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 2488 AllowAirborneMotiveForce = Yes 2489 Appearance = THRUST 2490 End 2491 ;------------------------------------------ 2492 Locomotor TechnicalRPGMissileLocomotor 2493 Surfaces = AIR 2494 Speed = 225 ; in dist/sec 2495 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2496 Acceleration = 675 ; in dist/(sec^2) 2497 Braking = 0 ; in dist/(sec^2) 2498 TurnRate = 100 ; in degrees/sec 2499 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 2500 AllowAirborneMotiveForce = Yes 2501 Appearance = THRUST 2502 End 2503 ;------------------------------------------ 2504 Locomotor MissileDefenderMissileLocomotor 2505 Surfaces = AIR 2506 Speed = 225 ; in dist/sec 2507 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2508 Acceleration = 675 ; in dist/(sec^2) 2509 Braking = 0 ; in dist/(sec^2) 2510 TurnRate = 100 ; in degrees/sec 2511 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 2512 AllowAirborneMotiveForce = Yes 2513 Appearance = THRUST 2514 End 2515 ;------------------------------------------- 2516 Locomotor TankHunterMissileLocomotor 2517 Surfaces = AIR 2518 Speed = 225 ; in dist/sec 2519 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2520 Acceleration = 675 ; in dist/(sec^2) 2521 Braking = 0 ; in dist/(sec^2) 2522 TurnRate = 100 ; in degrees/sec 2523 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 2524 AllowAirborneMotiveForce = Yes 2525 Appearance = THRUST 2526 End 2527 2528 ;------------------------------------------------------------------------------ 2529 Locomotor SubMissileLocomotor 2530 Surfaces = WATER 2531 Speed = 200 2532 SpeedDamaged = 30 2533 TurnRate = 180 2534 TurnRateDamaged = 120 2535 Acceleration = 30 2536 AccelerationDamaged = 20 2537 Lift = 120 2538 LiftDamaged = 80 2539 Braking = 50 2540 MinTurnSpeed = 0 2541 PreferredHeight = -2; 2542 AllowAirborneMotiveForce = Yes 2543 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2544 Appearance = HOVER 2545 2546 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 2547 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 2548 PitchDamping = 0.9 2549 RollDamping = 0.9 2550 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 2551 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2552 Apply2DFrictionWhenAirborne = Yes 2553 AirborneTargetingHeight = 30 2554 LocomotorWorksWhenDead = No 2555 End 2556 ;------------------------------------------------------------------------------ 2557 Locomotor TomahawkMissileLocomotor 2558 Surfaces = AIR 2559 Speed = 200 ; in dist/sec 2560 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2561 Acceleration = 675 ; in dist/(sec^2) 2562 Braking = 0 ; in dist/(sec^2) 2563 TurnRate = 540 ; in degrees/sec 2564 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 2565 AllowAirborneMotiveForce = Yes 2566 Appearance = THRUST 2567 PreferredHeight = 120 2568 AirborneTargetingHeight = 30 2569 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 2570 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 2571 End 2572 2573 ;------------------------------------------------------------------------------ 2574 Locomotor StingerMissileLocomotor 2575 Surfaces = AIR 2576 Speed = 400 ; in dist/sec 2577 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2578 Acceleration = 900 ; in dist/(sec^2) 2579 Braking = 0 ; in dist/(sec^2) 2580 TurnRate = 625 ; in degrees/sec 2581 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2582 AllowAirborneMotiveForce = Yes 2583 Appearance = THRUST 2584 CloseEnoughDist3D = No ; This allows the missile to fly over the target and come back 2585 End 2586 2587 ;------------------------------------------------------------------------------ 2588 Locomotor ComancheAntiTankMissileLocomotor 2589 Surfaces = AIR 2590 Speed = 225 ; in dist/sec 2591 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2592 Acceleration = 675 ; in dist/(sec^2) 2593 Braking = 0 ; in dist/(sec^2) 2594 TurnRate = 180 ; in degrees/sec 2595 MaxThrustAngle = 50 ; in degrees (NOT degrees/sec) 2596 AllowAirborneMotiveForce = Yes 2597 Appearance = THRUST 2598 End 2599 2600 ;------------------------------------------------------------------------------ 2601 Locomotor ComancheRocketPodLocomotor 2602 Surfaces = AIR 2603 Speed = 225 ; in dist/sec 2604 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2605 Acceleration = 675 ; in dist/(sec^2) 2606 Braking = 0 ; in dist/(sec^2) 2607 TurnRate = 180 ; in degrees/sec 2608 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 2609 AllowAirborneMotiveForce = Yes 2610 Appearance = THRUST 2611 End 2612 2613 ;------------------------------------------------------------------------------ 2614 Locomotor ScorpionMissileLocomotor 2615 Surfaces = AIR 2616 Speed = 150 ; in dist/sec 2617 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2618 Acceleration = 450 ; in dist/(sec^2) 2619 Braking = 0 ; in dist/(sec^2) 2620 TurnRate = 540 ; in degrees/sec 2621 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2622 AllowAirborneMotiveForce = Yes 2623 Appearance = THRUST 2624 End 2625 2626 ;------------------------------------------------------------------------------ 2627 Locomotor PatriotMissileLocomotor 2628 Surfaces = AIR 2629 Speed = 400 ; in dist/sec (silly if not faster than planes) 2630 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2631 Acceleration = 450 ; in dist/(sec^2) 2632 Braking = 0 ; in dist/(sec^2) 2633 TurnRate = 300 ; in degrees/sec 2634 MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) 2635 AllowAirborneMotiveForce = Yes 2636 Appearance = THRUST 2637 CloseEnoughDist = 1 ; 2638 End 2639 2640 ;------------------------------------------------------------------------------ 2641 Locomotor DragonTankFlameLocomotor 2642 Surfaces = AIR 2643 Speed = 300 ; in dist/sec 2644 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2645 Acceleration = 2160 ; in dist/(sec^2) 2646 Braking = 0 ; in dist/(sec^2) 2647 TurnRate = 5 ; in degrees/sec 2648 MaxThrustAngle = 1 ; in degrees (NOT degrees/sec) 2649 AllowAirborneMotiveForce = Yes 2650 Appearance = THRUST 2651 End 2652 2653 ;------------------------------------------------------------------------------ 2654 Locomotor ToxinTruckStreamLocomotor 2655 Surfaces = AIR 2656 Speed = 300 ; in dist/sec 2657 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2658 Acceleration = 2160 ; in dist/(sec^2) 2659 Braking = 0 ; in dist/(sec^2) 2660 TurnRate = 225 ; in degrees/sec 2661 MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) 2662 AllowAirborneMotiveForce = Yes 2663 Appearance = THRUST 2664 End 2665 2666 ;------------------------------------------------------------------------------ 2667 Locomotor FasterToxinTruckStreamLocomotor 2668 Surfaces = AIR 2669 Speed = 300 ; in dist/sec 2670 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2671 Acceleration = 2160 ; in dist/(sec^2) 2672 Braking = 0 ; in dist/(sec^2) 2673 TurnRate = 355 ; in degrees/sec 2674 MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) 2675 AllowAirborneMotiveForce = Yes 2676 Appearance = THRUST 2677 End 2678 2679 ;------------------------------------------------------------------------------ 2680 Locomotor ToxinTruckDribbleLocomotor 2681 Surfaces = AIR 2682 Speed = 300 ; in dist/sec 2683 MinSpeed = 1 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2684 Acceleration = 2160 ; in dist/(sec^2) 2685 Braking = 0 ; in dist/(sec^2) 2686 TurnRate = 900 ; in degrees/sec 2687 MaxThrustAngle = 360 ; in degrees (NOT degrees/sec) 2688 AllowAirborneMotiveForce = Yes 2689 Appearance = THRUST 2690 End 2691 2692 ;------------------------------------------------------------------------------ 2693 Locomotor AuroraJetMissileLocomotor 2694 Surfaces = AIR 2695 Speed = 300 ; in dist/sec 2696 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2697 Acceleration = 900 ; in dist/(sec^2) 2698 Braking = 0 ; in dist/(sec^2) 2699 TurnRate = 200 ; in degrees/sec 2700 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 2701 AllowAirborneMotiveForce = Yes 2702 Appearance = THRUST 2703 End 2704 2705 ;------------------------------------------------------------------------------ 2706 Locomotor A10ThunderboltMissileLocomotor 2707 Surfaces = AIR 2708 Speed = 240 ; in dist/sec 2709 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2710 Acceleration = 900 ; in dist/(sec^2) 2711 Braking = 0 ; in dist/(sec^2) 2712 TurnRate = 200 ; in degrees/sec 2713 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2714 AllowAirborneMotiveForce = Yes 2715 Appearance = THRUST 2716 End 2717 2718 ;------------------------------------------------------------------------------ 2719 Locomotor RaptorJetMissileLocomotor 2720 Surfaces = AIR 2721 Speed = 300 ; in dist/sec 2722 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2723 Acceleration = 900 ; in dist/(sec^2) 2724 Braking = 0 ; in dist/(sec^2) 2725 TurnRate = 200 ; in degrees/sec 2726 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 2727 AllowAirborneMotiveForce = Yes 2728 Appearance = THRUST 2729 End 2730 2731 ;------------------------------------------------------------------------------ 2732 ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- 2733 ;------------------------------------------------------------------------------ 2734 2735 ;------------------------------------------------------------------------------ 2736 Locomotor StealthJetMissileLocomotor 2737 Surfaces = AIR 2738 Speed = 300 ; in dist/sec 2739 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2740 Acceleration = 900 ; in dist/(sec^2) 2741 Braking = 0 ; in dist/(sec^2) 2742 TurnRate = 200 ; in degrees/sec 2743 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 2744 AllowAirborneMotiveForce = Yes 2745 Appearance = THRUST 2746 End 2747 2748 ;------------------------------------------------------------------------------ 2749 Locomotor NapalmMissileLocomotor 2750 Surfaces = AIR 2751 Speed = 300 ; in dist/sec 2752 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2753 Acceleration = 900 ; in dist/(sec^2) 2754 Braking = 0 ; in dist/(sec^2) 2755 TurnRate = 200 ; in degrees/sec 2756 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 2757 AllowAirborneMotiveForce = Yes 2758 Appearance = THRUST 2759 End 2760 2761 ;------------------------------------------------------------------------------ 2762 Locomotor LimoLocomotor 2763 Surfaces = GROUND 2764 Speed = 90 ; in dist/sec 2765 SpeedDamaged = 90 ; in dist/sec 2766 TurnRate = 120 ; in degrees/sec 2767 TurnRateDamaged = 120 ; in degrees/sec 2768 Acceleration = 30 ; in dist/(sec^2) 2769 AccelerationDamaged = 30 ; in dist/(sec^2) 2770 Braking = 50 ; in dist/(sec^2) 2771 MinTurnSpeed = 40 ; in dist/sec 2772 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2773 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2774 Appearance = FOUR_WHEELS 2775 2776 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 2777 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2778 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 2779 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 2780 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2781 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2782 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 2783 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2784 End 2785 2786 ;------------------------------------------------------------------------------ 2787 Locomotor InchForwardLocomotor 2788 Surfaces = GROUND RUBBLE 2789 Speed = 25 ; in dist/sec 2790 MinSpeed = 25 2791 TurnRate = 1 ; in degrees/sec 2792 TurnRateDamaged = 1 ; in degrees/sec 2793 Acceleration = 100 ; in dist/(sec^2) 2794 AccelerationDamaged = 100 ; in dist/(sec^2) 2795 Braking = 1 ; in dist/(sec^2) 2796 PreferredHeight = 1 2797 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2798 Appearance = HOVER 2799 StickToGround = Yes 2800 AllowAirborneMotiveForce = Yes 2801 End 2802 2803 ;------------------------------------------------------------------------------ 2804 Locomotor ChinaArtilleryBarrageCannonLocomotor 2805 Surfaces = AIR 2806 Speed = 150; ; in dist/sec 2807 SpeedDamaged = 150 ; in dist/sec 2808 MinSpeed = 150 ; in dist/sec 2809 TurnRate = 200 ; in degrees/sec 2810 TurnRateDamaged = 90 ; in degrees/sec 2811 MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) 2812 Acceleration = 80 ; in dist/(sec^2) 2813 AccelerationDamaged = 50 ; in dist/(sec^2) 2814 Lift = 120 ; in dist/(sec^2) 2815 LiftDamaged = 80 ; in dist/(sec^2) 2816 Braking = 10 ; in dist/(sec^2) 2817 MinTurnSpeed = 70 ; in dist/sec 2818 PreferredHeight = 500 2819 AllowAirborneMotiveForce = Yes 2820 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2821 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2822 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 2823 Appearance = WINGS 2824 2825 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2826 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2827 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2828 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2829 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2830 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2831 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2832 Apply2DFrictionWhenAirborne = Yes 2833 AirborneTargetingHeight = 30 2834 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2835 End 2836 2837 ;----------------------------------------------------------------------------------- 2838 Locomotor AmericaVehicleDozerLocomotor 2839 Surfaces = GROUND 2840 Speed = 30 ; in dist/sec 2841 SpeedDamaged = 25 ; in dist/sec 2842 TurnRate = 90 ; in degrees/sec 2843 TurnRateDamaged = 60 ; in degrees/sec 2844 Acceleration = 30 ; in dist/(sec^2) 2845 AccelerationDamaged = 8 ; in dist/(sec^2) 2846 Braking = 50 ; in dist/(sec^2) 2847 MinTurnSpeed = 25 ; in dist/sec 2848 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2849 Appearance = FOUR_WHEELS 2850 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2851 2852 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2853 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2854 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2855 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2856 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2857 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2858 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2859 2860 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2861 CanMoveBackwards = Yes ; Can move backwards. 2862 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 2863 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 2864 FrontWheelTurnAngle = 30 2865 ; How many degrees the front wheels can turn. 2866 End 2867 2868 ;----------------------------------------------------------------------------------------- 2869 Locomotor ChinaVehicleDozerLocomotor 2870 Surfaces = GROUND 2871 Speed = 30 ; in dist/sec 2872 SpeedDamaged = 25 ; in dist/sec 2873 TurnRate = 90 ; in degrees/sec 2874 TurnRateDamaged = 60 ; in degrees/sec 2875 Acceleration = 30 ; in dist/(sec^2) 2876 AccelerationDamaged = 8 ; in dist/(sec^2) 2877 Braking = 50 ; in dist/(sec^2) 2878 MinTurnSpeed = 0 ; in dist/sec 2879 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2880 Appearance = TREADS 2881 2882 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2883 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2884 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2885 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2886 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2887 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2888 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2889 End 2890 2891 ;-------------------------------------------------------------------------------------------------- 2892 Locomotor ChinaNukeCannonLocomotor 2893 Surfaces = GROUND 2894 Speed = 20 ; in dist/sec 2895 SpeedDamaged = 25 ; in dist/sec 2896 TurnRate = 90 ; in degrees/sec 2897 TurnRateDamaged = 60 ; in degrees/sec 2898 Acceleration = 30 ; in dist/(sec^2) 2899 AccelerationDamaged = 8 ; in dist/(sec^2) 2900 Braking = 50 ; in dist/(sec^2) 2901 MinTurnSpeed = 0 ; in dist/sec 2902 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2903 Appearance = TREADS 2904 2905 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2906 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2907 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2908 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2909 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2910 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2911 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2912 End 2913 2914 ;------------------------------------------------------------------------------ 2915 Locomotor AvalancheLocomotor 2916 Surfaces = GROUND RUBBLE CLIFF WATER ;AIR 2917 Speed = 45 ; in dist/sec 2918 TurnRate = 360 ; in degrees/sec 2919 Acceleration = 10 ; in dist/(sec^2) 2920 Braking = 10 ; in dist/(sec^2) 2921 MinTurnSpeed = 0 ; in dist/sec 2922 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2923 Appearance = TWO_LEGS 2924 DownhillOnly = Yes 2925 2926 2927 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 2928 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2929 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 2930 RollStiffness = 0.9 ; stiffness of the "springs" in the suspension side to side. 2931 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2932 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2933 UniformAxialDamping = 0.001 ; helium like driftiness 2934 2935 2936 2937 End 2938 2939 ;------------------------------------------------------------------------------ 2940 ; ************************** Cinematic-only unit ***************************** 2941 Locomotor CINE_JarmenKellLocomotor 2942 Surfaces = GROUND RUBBLE 2943 Speed = 30 ; in dist/sec 2944 SpeedDamaged = 20 ; in dist/sec 2945 TurnRate = 500 ; in degrees/sec 2946 TurnRateDamaged = 500 ; in degrees/sec 2947 Acceleration = 100 ; in dist/(sec^2) 2948 AccelerationDamaged = 50 ; in dist/(sec^2) 2949 Braking = 100 ; in dist/(sec^2) 2950 MinTurnSpeed = 0 ; in dist/sec 2951 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2952 Appearance = TWO_LEGS 2953 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2954 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 2955 End 2956 2957 ;------------------------------------------------------------------------------ 2958 ; ************************** Cinematic-only unit ***************************** 2959 Locomotor CINE_TroopCrawlerLocomotor 2960 Surfaces = GROUND 2961 Speed = 40 ; in dist/sec 2962 SpeedDamaged = 30 ; in dist/sec 2963 TurnRate = 120 ;90 ; in degrees/sec 2964 TurnRateDamaged = 120 ;60 ; in degrees/sec 2965 Acceleration = 1000 ;400 ; in dist/(sec^2) 2966 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 2967 Braking = 1000 ;50 ; in dist/(sec^2) 2968 MinTurnSpeed = 25 ; in dist/sec 2969 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2970 Appearance = FOUR_WHEELS 2971 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2972 2973 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 2974 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2975 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 2976 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2977 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2978 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 2979 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 2980 2981 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2982 CanMoveBackwards = Yes ; Can move backwards. 2983 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 2984 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 2985 FrontWheelTurnAngle = 30 2986 ; How many degrees the front wheels can turn. 2987 End 2988 2989 ;------------------------------------------------------------------------------ 2990 ; ************************** Cinematic-only unit ***************************** 2991 Locomotor CINE_RedguardLocomotor 2992 Surfaces = GROUND RUBBLE 2993 Speed = 25 ;30 ; in dist/sec 2994 SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 2995 TurnRate = 500 ; in degrees/sec 2996 TurnRateDamaged = 500 ; in degrees/sec 2997 Acceleration = 100 ; in dist/(sec^2) 2998 AccelerationDamaged = 50 ; in dist/(sec^2) 2999 Braking = 150 ; in dist/(sec^2) 3000 MinTurnSpeed = 0 ; in dist/sec 3001 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3002 Appearance = TWO_LEGS 3003 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3004 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger. 3005 End 3006 3007 ;------------------------------------------------------------------------------ 3008 ; *************************** Cinematic-only unit ***************************** 3009 Locomotor CINE_BattleMasterLocomotor 3010 Surfaces = GROUND 3011 Speed = 25 ; in dist/sec 3012 SpeedDamaged = 25 ; in dist/sec 3013 TurnRate = 180 ;90 ; in degrees/sec 3014 TurnRateDamaged = 180 ;60 ; in degrees/sec 3015 Acceleration = 1000 ;240 ; in dist/(sec^2) 3016 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 3017 Braking = 1000 ;50 ; in dist/(sec^2) 3018 MinTurnSpeed = 0 ; in dist/sec 3019 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3020 Appearance = TREADS 3021 3022 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3023 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3024 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3025 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3026 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3027 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3028 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3029 End 3030 3031 ;------------------------------------------------------------------------------ 3032 ; *************************** Cinematic-only unit ***************************** 3033 Locomotor CINE_B52Locomotor 3034 Surfaces = AIR 3035 Speed = 125 ;100 ; in dist/sec 3036 SpeedDamaged = 75 ; in dist/sec 3037 MinSpeed = 60 ; in dist/sec 3038 TurnRate = 25 ; in degrees/sec 3039 TurnRateDamaged = 10 ; in degrees/sec 3040 Acceleration = 60 ; in dist/(sec^2) 3041 AccelerationDamaged = 30 ; in dist/(sec^2) 3042 Lift = 120 ; in dist/(sec^2) 3043 LiftDamaged = 80 ; in dist/(sec^2) 3044 Braking = 20 ; in dist/(sec^2) 3045 MinTurnSpeed = 10 ; in dist/sec 3046 PreferredHeight = 100 3047 AllowAirborneMotiveForce = Yes 3048 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3049 Appearance = WINGS 3050 3051 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3052 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 3053 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3054 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3055 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3056 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3057 Apply2DFrictionWhenAirborne = Yes 3058 AirborneTargetingHeight = 30 3059 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 3060 End 3061 3062 ;------------------------------------------------------------------------------ 3063 ; *************************** Cinematic-only unit ***************************** 3064 Locomotor CINE_BasicHumanLocomotor 3065 Surfaces = GROUND RUBBLE 3066 Speed = 20 ;30 ; in dist/sec 3067 SpeedDamaged = 10 ;30 ; in dist/sec 3068 TurnRate = 500 ; in degrees/sec 3069 TurnRateDamaged = 500 ; in degrees/sec 3070 Acceleration = 100 ; in dist/(sec^2) 3071 AccelerationDamaged = 50 ; in dist/(sec^2) 3072 Braking = 100 ; in dist/(sec^2) 3073 MinTurnSpeed = 0 ; in dist/sec 3074 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3075 Appearance = TWO_LEGS 3076 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3077 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 3078 End 3079 3080 ;------------------------------------------------------------------------------ 3081 ; *************************** Cinematic-only unit ***************************** 3082 Locomotor CINE_MissileDefenderLocomotor 3083 Surfaces = GROUND RUBBLE 3084 Speed = 20 ;30 ; in dist/sec 3085 SpeedDamaged = 10 ;30 ; in dist/sec 3086 TurnRate = 500 ; in degrees/sec 3087 TurnRateDamaged = 500 ; in degrees/sec 3088 Acceleration = 100 ; in dist/(sec^2) 3089 AccelerationDamaged = 50 ; in dist/(sec^2) 3090 Braking = 100 ; in dist/(sec^2) 3091 MinTurnSpeed = 0 ; in dist/sec 3092 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3093 Appearance = TWO_LEGS 3094 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3095 GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery 3096 End 3097 3098 ;------------------------------------------------------------------------------ 3099 ; ************************* Cinematic-only unit ******************************* 3100 Locomotor CINE_TechnicalLocomotor 3101 Surfaces = GROUND 3102 Speed = 90 ; in dist/sec 3103 SpeedDamaged = 80 ; in dist/sec 3104 TurnRate = 180 ; in degrees/sec 3105 TurnRateDamaged = 180 ; in degrees/sec 3106 Acceleration = 100 ;90 ; in dist/(sec^2) 3107 AccelerationDamaged = 100 ;80 ; in dist/(sec^2) 3108 Braking = 50 ; in dist/(sec^2) 3109 MinTurnSpeed = 20 ; in dist/sec 3110 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3111 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3112 Appearance = FOUR_WHEELS 3113 3114 AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. 3115 BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3116 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3117 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 3118 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3119 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3120 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 3121 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3122 3123 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3124 CanMoveBackwards = Yes ; Can move backwards. 3125 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 3126 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 3127 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3128 3129 CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success 3130 ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success 3131 End 3132 3133 ;------------------------------------------------------------------------------ 3134 ; ************************* Cinematic-only unit ******************************* 3135 Locomotor CINE_ComancheLocomotor 3136 Surfaces = AIR 3137 Speed = 120 ; in dist/sec 3138 SpeedDamaged = 120 ; in dist/sec 3139 TurnRate = 180 ; in degrees/sec 3140 TurnRateDamaged = 180 ; in degrees/sec 3141 Acceleration = 60 ; in dist/(sec^2) 3142 AccelerationDamaged = 60 ; in dist/(sec^2) 3143 Lift = 120 ; in dist/(sec^2) 3144 LiftDamaged = 80 ; in dist/(sec^2) 3145 Braking = 240 ; in dist/(sec^2) 3146 MinTurnSpeed = 0 ; in dist/sec 3147 PreferredHeight = 100 3148 AllowAirborneMotiveForce = Yes 3149 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3150 Appearance = HOVER 3151 3152 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3153 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 3154 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3155 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3156 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 3157 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3158 Apply2DFrictionWhenAirborne = Yes 3159 AirborneTargetingHeight = 30 3160 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 3161 End 3162 3163 ;------------------------------------------------------------------------------ 3164 ;************************* Cinematic-only unit ******************************** 3165 Locomotor CINE_ScorpionLocomotor 3166 Surfaces = GROUND 3167 Speed = 25 ; in dist/sec 3168 SpeedDamaged = 25 ; in dist/sec 3169 TurnRate = 60 ; in degrees/sec 3170 TurnRateDamaged = 60 ; in degrees/sec 3171 Acceleration = 8 ; in dist/(sec^2) 3172 AccelerationDamaged = 8 ; in dist/(sec^2) 3173 Braking = 50 ; in dist/(sec^2) 3174 MinTurnSpeed = 0 ; in dist/sec 3175 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3176 Appearance = TREADS 3177 3178 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3179 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3180 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3181 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3182 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3183 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3184 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3185 End 3186 3187 ;------------------------------------------------------------------------------ 3188 ;************************* Cinematic-only unit ******************************** 3189 Locomotor CINE_HumveeLocomotor 3190 Surfaces = GROUND 3191 Speed = 25 ; in dist/sec 3192 SpeedDamaged = 25 ; in dist/sec 3193 TurnRate = 120 ; in degrees/sec 3194 TurnRateDamaged = 120 ; in degrees/sec 3195 Acceleration = 10 ; in dist/(sec^2) 3196 AccelerationDamaged = 10 ; in dist/(sec^2) 3197 Braking = 50 ; in dist/(sec^2) 3198 MinTurnSpeed = 20 ; in dist/sec 3199 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3200 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3201 Appearance = FOUR_WHEELS 3202 StickToGround = No 3203 3204 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 3205 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3206 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 3207 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3208 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3209 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3210 3211 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 3212 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 3213 3214 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3215 CanMoveBackwards = Yes ; Can move backwards. 3216 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 3217 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 3218 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3219 3220 End 3221 3222 ;------------------------------------------------------------------------------ 3223 ;************************* Cinematic-only unit ******************************** 3224 Locomotor CINE_MIGLocomotor 3225 Surfaces = AIR 3226 Speed = 160 3227 SpeedDamaged = 160 3228 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 3229 MinSpeed = 60 3230 TurnRate = 120 3231 TurnRateDamaged = 90 3232 Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) 3233 AccelerationDamaged = 30 3234 Lift = 120 3235 LiftDamaged = 80 3236 Braking = 10 3237 MinTurnSpeed = 150 3238 PreferredHeight = 100 3239 AllowAirborneMotiveForce = Yes 3240 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3241 CirclingRadius = 100 3242 Appearance = WINGS 3243 3244 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3245 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3246 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3247 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3248 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3249 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3250 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3251 Apply2DFrictionWhenAirborne = Yes 3252 AirborneTargetingHeight = 30 3253 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3254 End 3255 3256 ;------------------------------------------------------------------------------ 3257 ; **************************** Cinematic-only unit **************************** 3258 Locomotor CINE_BasicCarLocomotor 3259 Surfaces = GROUND 3260 Speed = 90 ; in dist/sec 3261 SpeedDamaged = 90 ; in dist/sec 3262 TurnRate = 120 ; in degrees/sec 3263 TurnRateDamaged = 120 ; in degrees/sec 3264 Acceleration = 30 ; in dist/(sec^2) 3265 AccelerationDamaged = 30 ; in dist/(sec^2) 3266 Braking = 50 ; in dist/(sec^2) 3267 MinTurnSpeed = 40 ; in dist/sec 3268 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3269 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3270 Appearance = FOUR_WHEELS 3271 3272 AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. 3273 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3274 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3275 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3276 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3277 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3278 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 3279 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3280 End 3281 3282 ;------------------------------------------------------------------------------ 3283 ;************************** Cinematic-only unit ******************************* 3284 Locomotor CINE_ColonelBurtonGroundLocomotor 3285 Surfaces = GROUND RUBBLE 3286 Speed = 30 ; in dist/sec 3287 SpeedDamaged = 20 ; in dist/sec 3288 TurnRate = 500 ; in degrees/sec 3289 TurnRateDamaged = 500 ; in degrees/sec 3290 Acceleration = 100 ; in dist/(sec^2) 3291 AccelerationDamaged = 50 ; in dist/(sec^2) 3292 Braking = 100 ; in dist/(sec^2) 3293 MinTurnSpeed = 0 ; in dist/sec 3294 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3295 Appearance = TWO_LEGS 3296 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3297 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 3298 End 3299 3300 ;------------------------------------------------------------------------------ 3301 ;************************** Cinematic-only unit ******************************* 3302 Locomotor CINE_ColonelBurtonCliffLocomotor 3303 Surfaces = CLIFF 3304 Speed = 20 ; in dist/sec 3305 SpeedDamaged = 15 ; in dist/sec 3306 TurnRate = 360 ; in degrees/sec 3307 TurnRateDamaged = 350 ; in degrees/sec 3308 Acceleration = 100 ; in dist/(sec^2) 3309 AccelerationDamaged = 50 ; in dist/(sec^2) 3310 Braking = 100 ; in dist/(sec^2) 3311 MinTurnSpeed = 0 ; in dist/sec 3312 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3313 Appearance = CLIMBER 3314 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3315 End 3316 3317 ;------------------------------------------------------------------------------ 3318 ;************************** Cinematic-only unit ******************************* 3319 Locomotor CINE_QuadCannonLocomotor 3320 Surfaces = GROUND 3321 Speed = 40 ; in dist/sec 3322 SpeedDamaged = 25 ; in dist/sec 3323 TurnRate = 180 ;90 ; in degrees/sec 3324 TurnRateDamaged = 180 ;60 ; in degrees/sec 3325 Acceleration = 1000 ;240 ; in dist/(sec^2) 3326 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 3327 Braking = 1000 ;50 ; in dist/(sec^2) 3328 MinTurnSpeed = 15 ; in dist/sec 3329 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3330 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3331 Appearance = FOUR_WHEELS 3332 3333 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 3334 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3335 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 3336 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3337 PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3338 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3339 ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops. 3340 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3341 3342 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3343 MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. 3344 MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. 3345 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3346 3347 End 3348 3349 ;------------------------------------------------------------------------------ 3350 ;************************** Cinematic-only unit ******************************* 3351 Locomotor CINE_ScudLauncherLocomotor 3352 Surfaces = GROUND 3353 Speed = 20 ; in dist/sec 3354 SpeedDamaged = 15 ; in dist/sec 3355 TurnRate = 50 ; in degrees/sec 3356 TurnRateDamaged = 45 ; in degrees/sec 3357 Acceleration = 160 ; in dist/(sec^2) 3358 AccelerationDamaged = 120 ; in dist/(sec^2) 3359 Braking = 50 ; in dist/(sec^2) 3360 MinTurnSpeed = 15 ; in dist/sec 3361 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3362 3363 ;Appearance = TREADS 3364 Appearance = FOUR_WHEELS 3365 TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3366 3367 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3368 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3369 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3370 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3371 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3372 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3373 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3374 3375 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3376 CanMoveBackwards = Yes ; Can move backwards. 3377 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 3378 MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. 3379 FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. 3380 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 3381 3382 End 3383 3384 ;------------------------------------------------------------------------------ 3385 ;*************************** Cinematic-only unit ****************************** 3386 Locomotor CINE_BombTruckLocomotor 3387 Surfaces = GROUND 3388 Speed = 50 ; in dist/sec 3389 SpeedDamaged = 50 ; in dist/sec 3390 TurnRate = 90 ; in degrees/sec 3391 TurnRateDamaged = 60 ; in degrees/sec 3392 Acceleration = 1000 ;400 ; in dist/(sec^2) 3393 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 3394 Braking = 1000 ;50 ; in dist/(sec^2) 3395 MinTurnSpeed = 0 ; in dist/sec 3396 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3397 Appearance = TREADS 3398 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3399 3400 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3401 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3402 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3403 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3404 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3405 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3406 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3407 End 3408 3409 ;------------------------------------------------------------------------------ 3410 ;*************************** Cinematic-only unit ****************************** 3411 Locomotor CINE_ChinookLocomotor 3412 Surfaces = AIR 3413 Speed = 150 ; in dist/sec 3414 SpeedDamaged = 60 ; in dist/sec 3415 TurnRate = 180 ; in degrees/sec 3416 TurnRateDamaged = 90 ; in degrees/sec 3417 Acceleration = 60 ; in dist/(sec^2) 3418 AccelerationDamaged = 30 ; in dist/(sec^2) 3419 Lift = 120 ; in dist/(sec^2) 3420 LiftDamaged = 80 ; in dist/(sec^2) 3421 Braking = 100 ; in dist/(sec^2) 3422 MinTurnSpeed = 0 ; in dist/sec 3423 PreferredHeight = 100 3424 AllowAirborneMotiveForce = Yes 3425 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3426 Appearance = HOVER 3427 3428 ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows 3429 ; us to "slide into place" (rather than turning) when we get close to our destination. 3430 ; the magnitude is basically the number of msec it would take us to reach the dest 3431 ; at our max speed; if we're under this threshold, we just slide into place... 3432 SlideIntoPlaceTime = 100 3433 3434 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3435 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 3436 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3437 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3438 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 3439 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3440 Apply2DFrictionWhenAirborne = Yes 3441 AirborneTargetingHeight = 30 3442 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 3443 End 3444 3445 ;------------------------------------------------------------------------------ 3446 ;************************** Cinematic-only unit ******************************* 3447 Locomotor CINE_DragonLocomotor 3448 Surfaces = GROUND 3449 Speed = 30 ; in dist/sec 3450 SpeedDamaged = 25 ; in dist/sec 3451 TurnRate = 180 ;90 ; in degrees/sec 3452 TurnRateDamaged = 180 ;60 ; in degrees/sec 3453 Acceleration = 1000 ;240 ; in dist/(sec^2) 3454 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 3455 Braking = 1000 ;50 ; in dist/(sec^2) 3456 MinTurnSpeed = 0 ; in dist/sec 3457 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3458 Appearance = TREADS 3459 3460 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3461 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3462 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3463 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3464 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3465 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3466 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3467 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets. 3468 End 3469 3470 ;------------------------------------------------------------------------------ 3471 ;************************ Cinematic-only unit ********************************* 3472 Locomotor CINE_SupplyTruckLocomotor 3473 Surfaces = GROUND 3474 Speed = 40 ; in dist/sec 3475 SpeedDamaged = 20 ; in dist/sec 3476 TurnRate = 90 ; in degrees/sec 3477 TurnRateDamaged = 60 ; in degrees/sec 3478 Acceleration = 240 ; in dist/(sec^2) 3479 AccelerationDamaged = 180 ; in dist/(sec^2) 3480 Braking = 50 ; in dist/(sec^2) 3481 MinTurnSpeed = 15 ; in dist/sec 3482 TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3483 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3484 Appearance = FOUR_WHEELS 3485 3486 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 3487 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3488 PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back. 3489 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3490 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3491 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3492 ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops. 3493 LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. 3494 3495 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3496 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 3497 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 3498 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3499 3500 End 3501 3502 ;------------------------------------------------------------------------------ 3503 ;************************ Cinematic-only unit ********************************* 3504 Locomotor CINE_BlackLotusLocomotor 3505 Surfaces = GROUND RUBBLE 3506 Speed = 30 ; in dist/sec 3507 SpeedDamaged = 20 ; in dist/sec 3508 TurnRate = 500 ; in degrees/sec 3509 TurnRateDamaged = 500 ; in degrees/sec 3510 Acceleration = 100 ; in dist/(sec^2) 3511 AccelerationDamaged = 50 ; in dist/(sec^2) 3512 Braking = 100 ; in dist/(sec^2) 3513 MinTurnSpeed = 0 ; in dist/sec 3514 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3515 Appearance = TWO_LEGS 3516 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3517 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 3518 End 3519 3520 ;------------------------------------------------------------------------------ 3521 ;*************************** Cinematic-only unit ****************************** 3522 Locomotor CINE_StealthJetLocomotor 3523 Surfaces = AIR 3524 Speed = 175 ; in dist/sec 3525 SpeedDamaged = 120 ; in dist/sec 3526 ; MinSpeed = 120 ; in dist/sec 3527 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 3528 MinSpeed = 60 ; in dist/sec 3529 TurnRate = 180 ; in degrees/sec 3530 TurnRateDamaged = 90 ; in degrees/sec 3531 Acceleration = 150 ; in dist/(sec^2) 3532 AccelerationDamaged = 30 ; in dist/(sec^2) 3533 Lift = 120 ; in dist/(sec^2) 3534 LiftDamaged = 80 ; in dist/(sec^2) 3535 Braking = 10 ; in dist/(sec^2) 3536 MinTurnSpeed = 150 ; in dist/sec 3537 PreferredHeight = 100 3538 AllowAirborneMotiveForce = Yes 3539 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3540 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 3541 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 3542 Appearance = WINGS 3543 3544 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3545 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3546 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3547 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3548 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3549 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3550 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3551 Apply2DFrictionWhenAirborne = Yes 3552 AirborneTargetingHeight = 30 3553 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3554 End 3555 3556 ;------------------------------------------------------------------------------ 3557 ;*********************** Cinematic-only unit ********************************** 3558 Locomotor CINE_FastHumanLocomotor 3559 Surfaces = GROUND RUBBLE 3560 Speed = 25 ;30 ; in dist/sec 3561 SpeedDamaged = 15 ;30 ; in dist/sec 3562 TurnRate = 500 ; in degrees/sec 3563 TurnRateDamaged = 500 ; in degrees/sec 3564 Acceleration = 100 ; in dist/(sec^2) 3565 AccelerationDamaged = 50 ; in dist/(sec^2) 3566 Braking = 100 ; in dist/(sec^2) 3567 MinTurnSpeed = 0 ; in dist/sec 3568 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3569 Appearance = TWO_LEGS 3570 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3571 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 3572 End 3573 3574 ;------------------------------------------------------------------------------ 3575 ;**************************** Cinematic-only unit ***************************** 3576 Locomotor CINE_ToxinTruckLocomotor 3577 Surfaces = GROUND 3578 Speed = 30 ; in dist/sec 3579 SpeedDamaged = 20 ; in dist/sec 3580 TurnRate = 180 ; in degrees/sec 3581 TurnRateDamaged = 180 ; in degrees/sec 3582 Acceleration = 100 ;50 ; in dist/(sec^2) 3583 AccelerationDamaged = 100 ;50 ; in dist/(sec^2) 3584 Braking = 100 ;50 ; in dist/(sec^2) 3585 MinTurnSpeed = 20 ; in dist/sec 3586 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3587 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3588 Appearance = FOUR_WHEELS 3589 3590 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 3591 BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3592 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3593 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 3594 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3595 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3596 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 3597 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3598 3599 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3600 MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. 3601 MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. 3602 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3603 End 3604 ;Shippack by Fabius------------------------------ 3605 Locomotor BattleShipGroundMotor 3606 Surfaces = GROUND 3607 Speed = 5 ; in dist/sec 3608 ;SpeedDamaged = 20 ; in dist/sec 3609 TurnRate = 10 ;25 ; in degrees/sec 3610 ;TurnRateDamaged = 60 ;20 ; in degrees/sec 3611 Acceleration = 1 ; in dist/(sec^2) 3612 ;AccelerationDamaged = 15 ; in dist/(sec^2) 3613 Braking = 50 ; in dist/(sec^2) 3614 MinTurnSpeed = 0 ; in dist/sec 3615 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3616 Appearance = TREADS 3617 3618 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 3619 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3620 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3621 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3622 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3623 ForwardAccelerationPitchFactor = 0.0 ; 0.5 How much acceleration will cause the front to lift, or dip for stops. 3624 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3625 END 3626 3627 ;------------------------------------------------------------------------------ 3628 Locomotor TerrorPlaneLocomotor 3629 Surfaces = AIR 3630 Speed = 120 ;55 ; in dist/sec 3631 SpeedDamaged = 80 ;40 ; in dist/sec 3632 MinSpeed = 100 ; in dist/sec 3633 TurnRate = 100 ; in degrees/sec 3634 TurnRateDamaged = 70 ; in degrees/sec 3635 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 3636 Acceleration = 80 ; in dist/(sec^2) 3637 AccelerationDamaged = 50 ; in dist/(sec^2) 3638 Lift = 120 ; in dist/(sec^2) 3639 LiftDamaged = 80 ; in dist/(sec^2) 3640 Braking = 10 ; in dist/(sec^2) 3641 MinTurnSpeed = 60 ; in dist/sec 3642 PreferredHeight = 60 3643 AllowAirborneMotiveForce = Yes 3644 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3645 CirclingRadius = 60 ; the radius at which we circle when we are trying to maintain position. 3646 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 3647 Appearance = WINGS 3648 3649 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3650 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3651 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3652 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3653 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3654 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3655 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3656 Apply2DFrictionWhenAirborne = Yes 3657 AirborneTargetingHeight = 10 3658 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3659 End 3660 3661 ;------------------------------------------------------------------------------ 3662 Locomotor B52Locomotor2 3663 Surfaces = AIR 3664 Speed = 100 ;55 ; in dist/sec 3665 SpeedDamaged = 100 ;40 ; in dist/sec 3666 MinSpeed = 100 ; in dist/sec 3667 TurnRate = 50 ; in degrees/sec 3668 TurnRateDamaged = 30 ; in degrees/sec 3669 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 3670 Acceleration = 80 ; in dist/(sec^2) 3671 AccelerationDamaged = 50 ; in dist/(sec^2) 3672 Lift = 100 ; in dist/(sec^2) 3673 LiftDamaged = 80 ; in dist/(sec^2) 3674 Braking = 10 ; in dist/(sec^2) 3675 MinTurnSpeed = 50 ; in dist/sec 3676 PreferredHeight = 200 3677 AllowAirborneMotiveForce = Yes 3678 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3679 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 3680 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 3681 Appearance = WINGS 3682 3683 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3684 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3685 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3686 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3687 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3688 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3689 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3690 Apply2DFrictionWhenAirborne = Yes 3691 AirborneTargetingHeight = 30 3692 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3693 End 3694 3695 3696 Locomotor BadgerMissileLocomotor 3697 Surfaces = AIR 3698 Speed = 600 ; in dist/sec 3699 SpeedDamaged = 300 ; in dist/sec 3700 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3701 Acceleration = 675 ; in dist/(sec^2) 3702 Braking = 0 ; in dist/(sec^2) 3703 TurnRate = 900 ; in degrees/sec 3704 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 3705 PreferredHeight = 50 3706 AllowAirborneMotiveForce = Yes 3707 Appearance = THRUST 3708 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 3709 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 3710 End 3711 3712 ;------------------------------------------------------------------------------ 3713 Locomotor ScorpionMissileLocomotor2 3714 Surfaces = AIR 3715 Speed = 400 ; in dist/sec 3716 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3717 Acceleration = 900 ; in dist/(sec^2) 3718 Braking = 0 ; in dist/(sec^2) 3719 TurnRate = 200 ; in degrees/sec 3720 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 3721 AllowAirborneMotiveForce = Yes 3722 Appearance = THRUST 3723 End 3724 3725 ;------------------------------------------------------------------------------ 3726 Locomotor chinainfantryLocomotor 3727 Surfaces = GROUND RUBBLE WATER 3728 Speed = 30 ; in dist/sec 3729 SpeedDamaged = 20 ; in dist/sec 3730 TurnRate = 500 ; in degrees/sec 3731 TurnRateDamaged = 500 ; in degrees/sec 3732 Acceleration = 100 ; in dist/(sec^2) 3733 AccelerationDamaged = 50 ; in dist/(sec^2) 3734 Braking = 100 ; in dist/(sec^2) 3735 MinTurnSpeed = 0 ; in dist/sec 3736 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3737 Appearance = TWO_LEGS 3738 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3739 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 3740 End 3741 3742 3743 ;------------------------------------------------------------------------------ 3744 Locomotor T98Locomotor 3745 Surfaces = GROUND 3746 Speed = 25 ; in dist/sec 3747 SpeedDamaged = 25 ; in dist/sec 3748 TurnRate = 180 ;90 ; in degrees/sec 3749 TurnRateDamaged = 180 ;60 ; in degrees/sec 3750 Acceleration = 1000 ;240 ; in dist/(sec^2) 3751 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 3752 Braking = 1000 ;50 ; in dist/(sec^2) 3753 MinTurnSpeed = 0 ; in dist/sec 3754 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3755 Appearance = TREADS 3756 3757 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3758 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3759 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3760 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3761 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3762 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3763 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3764 End 3765 3766 ;-----------------water------------------------------------------------------------- 3767 Locomotor NavalyardLocomotor 3768 Surfaces = WATER 3769 Speed = 0 ; in dist/sec (silly if not faster than planes) 3770 MinSpeed = 0 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3771 Acceleration = 0 ; in dist/(sec^2) 3772 Braking = 0 ; in dist/(sec^2) 3773 TurnRate = 0 ; in degrees/sec 3774 MaxThrustAngle = 0 ; in degrees (NOT degrees/sec) 3775 AllowAirborneMotiveForce = Yes 3776 Appearance = THRUST 3777 CloseEnoughDist = 1 ; 3778 End 3779 ;------------------------------------------------------------------------------ 3780 ;---------------------Eddited by Colonel WOG (04/10/04)----------------------- 3781 ;------------------------------------------------------------------------------ 3782 ;------------------------------------------------------------------------------ 3783 Locomotor BalloonLocomotor 3784 Surfaces = AIR 3785 Speed = 15 ; in dist/sec 3786 TurnRate = 180 ; in degrees/sec 3787 Acceleration = 60 ; in dist/(sec^2) 3788 Lift = 120 ; in dist/(sec^2) 3789 Braking = 10 ; in dist/(sec^2) 3790 MinTurnSpeed = 5 ; in dist/sec 3791 PreferredHeight = 100 3792 AllowAirborneMotiveForce = Yes 3793 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3794 Appearance = HOVER 3795 3796 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3797 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 3798 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3799 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3800 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 3801 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3802 Apply2DFrictionWhenAirborne = Yes 3803 AirborneTargetingHeight = 30 3804 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 3805 End 3806 3807 3808 ;------------------------------------------- 3809 Locomotor SubNukeMissileLocomotor 3810 Surfaces = AIR 3811 Speed = 1400 ; in dist/sec 3812 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3813 Acceleration = 900 ; in dist/(sec^2) 3814 Braking = 0 ; in dist/(sec^2) 3815 TurnRate = 50 ; in degrees/sec 3816 MaxThrustAngle = 5 ; in degrees (NOT degrees/sec) 3817 AllowAirborneMotiveForce = Yes 3818 Appearance = THRUST 3819 End 3820 3821 3822 Locomotor ChinaVehicleFrigateLocomotor 3823 Surfaces = WATER 3824 Speed = 60 3825 SpeedDamaged = 30 3826 TurnRate = 60 3827 TurnRateDamaged = 120 3828 Acceleration = 30 3829 AccelerationDamaged = 20 3830 Lift = 120 3831 LiftDamaged = 80 3832 Braking = 50 3833 MinTurnSpeed = 0 3834 PreferredHeight = -2;这里写成负值,否则运兵车连轮子都会浮在水面上...好像气功大师。 3835 AllowAirborneMotiveForce = Yes 3836 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3837 Appearance = HOVER 3838 3839 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 3840 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 3841 PitchDamping = 0.9 3842 RollDamping = 0.9 3843 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 3844 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3845 Apply2DFrictionWhenAirborne = Yes 3846 AirborneTargetingHeight = 30 3847 LocomotorWorksWhenDead = No 3848 End 3849 3850 ;------------------------------------------------------------------------------ 3851 Locomotor BasicNONELocomotor 3852 Surfaces = WATER 3853 Speed = 0 ; in dist/sec 3854 SpeedDamaged = 0 ; in dist/sec 3855 TurnRate = 0 ; in degrees/sec 3856 TurnRateDamaged = 0 ; in degrees/sec 3857 Acceleration = 30 ; in dist/(sec^2) 3858 AccelerationDamaged = 20 ; in dist/(sec^2) 3859 Lift = 120 ; in dist/(sec^2) 3860 LiftDamaged = 80 ; in dist/(sec^2) 3861 Braking = 50 ; in dist/(sec^2) 3862 MinTurnSpeed = 0 ; in dist/sec 3863 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 3864 AllowAirborneMotiveForce = Yes 3865 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3866 Appearance = HOVER 3867 3868 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 3869 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 3870 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3871 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3872 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 3873 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3874 Apply2DFrictionWhenAirborne = Yes 3875 AirborneTargetingHeight = 30 3876 LocomotorWorksWhenDead = No 3877 End 3878 3879 3880 3881
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