;-------------------------------------------------------------------------------------------------- CommandButton Command_ConstructAmericanShipArkansasDDay Command = UNIT_BUILD Object = AmericanShipArkansasDDay TextLabel = CONTROLBAR:ConstructAmericanShipArkansasDDay ButtonImage = T44 ButtonBorderType = BUILD DescriptLabel = CONTROLBAR:ToolTipBuildAmericanShipArkansasDDay End CommandButton Command_SelectArkansasPrimaryTurretABDDay Command = OK_FOR_MULTI_SELECT Object = ArkansasPrimaryTurretABDDay TextLabel = CONTROLBAR:SelectArkansasPrimaryTurretABDDay ButtonImage = ArkansasAB ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipSelectArkansasPrimaryTurretABDDay End CommandButton Command_SelectArkansasPrimaryTurretCDDDay Command = OK_FOR_MULTI_SELECT Object = ArkansasPrimaryTurretCDDDay TextLabel = CONTROLBAR:SelectArkansasPrimaryTurretCDDDay ButtonImage = ArkansasPrimaryTurretCDDDay ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipSelectArkansasPrimaryTurretCDDDay End CommandButton Command_SelectArkansasPrimaryTurretEFDDay Command = OK_FOR_MULTI_SELECT Object = ArkansasPrimaryTurretEFDDay TextLabel = CONTROLBAR:SelectArkansasPrimaryTurretEFDDay ButtonImage = ArkansasPrimaryTurretEFDDay ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipSelectArkansasPrimaryTurretEFDDay End CommandButton Command_SelectArkansas Command = Object = AmericanShipArkansasDDay TextLabel = CONTROLBAR:SelectScharnhorstA ButtonImage = ScharnhorstA ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is DescriptLabel = CONTROLBAR:ToolTipSelectScharnhorstTurretA End ;--------------------------------------------------------------------------------------------------------- Weapon ArkansasDDay5Inch PrimaryDamage = 350.0 PrimaryDamageRadius = 5.0 ScatterRadiusVsInfantry = 60.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. ScatterRadius = 60.0 AttackRange = 950.0 MinimumAttackRange = 75.0 MinTargetPitch = -45 ; we may not target anything outside of this pitch range MaxTargetPitch = 45 ; ditto DamageType = AURORA_BOMB DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 15 ; angle to deflect the model when firing ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 500 ; time between shots, msec ClipSize = 2 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 2000 ; how long to reload a Clip, msec AutoReloadsClip = Yes ;No longer reloads (fired from special power only) ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES ;WALLS End Weapon ArkansasDDayGun PrimaryDamage = 6315.0 PrimaryDamageRadius = 20.0 AttackRange = 1900.0 MinimumAttackRange = 100.0 ScatterRadius = 40.0 ScatterRadiusVsInfantry = 40.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 400.0 ; dist/sec (huge value == effectively instant) ProjectileObject = BattleMasterTankShell FireFX = WeaponFX_GenericTankGunNoTracerSmall VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracerSmall ProjectileDetonationFX = WeaponFX_GenericTankShellDetonation FireSound = BattlemasterTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 750 ; time between shots, msec ClipSize = 3 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 15000 AutoReloadsClip = Yes ;No longer reloads (fired from special power only) End ;---------------------------------------------------------------------------------------- CommandSet DDayCommandSet ;Change later to Scharnhorst special map!! ;1 = Command_BattleshipFire ;1 = Command_BattleshipFireViaSpecialPower 3 = Command_SelectArkansasPrimaryTurretABDDay 5 = Command_SelectArkansasPrimaryTurretCDDDay 7 = Command_SelectArkansasPrimaryTurretEFDDay 12 = Command_Stop End CommandSet BattleShipCommandSet ;Change later to Scharnhorst special map!! 9 = Command_AttackMove 11 = Command_Guard 12 = Command_Stop END ;----------------------------------------------------------------------------------------------- ;----------------------------------------------------------------------------------------------- ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=Blitzkrieg II-==-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= ; File: AmericanShipArkansas ; Last Updated by: Phoib ; On Build: 0313 ; This "Ini" File is property of the Blitzkrieg II Mod Team. ; The File is granted to you with the sole purpose of using it for entertainment ; Unauthorized Reproduction of this file in anyway is prohibited without ; the EXCLUSIVE WRITEN PERMISSION FROM THE BLITZKRIEG 2 MOD TEAM. ; -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Object AmericanShipArkansasDDay SelectPortrait = Arkansas ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes InitialRecoilSpeed = 120 MaxRecoilDistance = 8 RecoilSettleSpeed = 6 ConditionState = NONE Model = Arkansas Turret = 5InchA ; TurretArtAngle = 180 ; this turret has art pointed 180 degrees backward AltTurret = 5InchB WeaponFireFXBone = PRIMARY 5InchAB WeaponRecoilBone = PRIMARY 5InchAB ; WeaponMuzzleFlash = PRIMARY MuzzleFXSB WeaponFireFXBone = SECONDARY 5InchBB WeaponRecoilBone = SECONDARY 5InchBB ; WeaponMuzzleFlash = SECONDARY MuzzleFXSD ; WeaponFireFXBone = TERTIARY Muzzle ; WeaponRecoilBone = TERTIARY FIREbone ; WeaponMuzzleFlash = TERTIARY MuzzleFX ; HideSubObject = MuzzleFXTD01 MuzzleFXTC01 MuzzleFXTB01 MuzzleFXTA01 MuzzleFXSC01 MuzzleFXSC02 MuzzleFXSA01 MuzzleFXSA02 MuzzleFXC01 MuzzleFXC02 MuzzleFXC03 MuzzleFXB01 MuzzleFXB02 MuzzleFXB03 MuzzleFXA01 MuzzleFXA02 MuzzleFXA03 TurretA TurretB TurretC HideSubObject = TURRETA TURRETAB01 TURRETAB02 TURRETB TURRETBB01 TURRETBB02 TURRETC TURRETCB01 TURRETCB02 TURRETD TURRETDB01 TURRETDB02 TURRETE TURRETEB01 TURRETEB02 TURRETF TURRETFB01 TURRETFB02 End ; ConditionState = DAMAGED ; Model = avbattlesh_D ; Animation = avbattlesh_D.avbattlesh_D ; AnimationMode = LOOP ; End ; ConditionState = REALLYDAMAGED RUBBLE ; Model = avbattlesh_D1 ; Animation = avbattlesh_D1.avbattlesh_D1 ; AnimationMode = LOOP ; End End ; ***DESIGN parameters *** DisplayName = OBJECT:Arkansas Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CommandSet = ArkansasDDayCommandSet WeaponSet Conditions = None Weapon = PRIMARY ArkansasDDay5Inch Weapon = SECONDARY ArkansasDDay5Inch AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = None End VisionRange = 300 ShroudClearingRange = 300 ; *** AUDIO Parameters *** VoiceSelect = HumveeVoiceSelect VoiceMove = HumveeVoiceMove VoiceGuard = HumveeVoiceMove VoiceAttack = HumveeVoiceAttack VoiceAttackAir = HumveeVoiceAttackTOW SoundMoveStart = HumveeMoveStart SoundMoveStartDamaged = HumveeMoveStart UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveLoop = OverlordTankTurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD FS_FACTORY VEHICLE SCORE SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 10000.0 InitialHealth = 10000.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY ; NaturalTurretAngle = 180 ; this turret points backwards normally End AltTurret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY End End ;--------------------------permet le deplassement du batiment------- Behavior = AIUpdateInterface ModuleTag_05 AutoAcquireEnemiesWhenIdle = Yes End Locomotor = SET_NORMAL BasicNONELocomotor Behavior = PhysicsBehavior ModuleTag_04 Mass = 5000.0 End Behavior = SlowDeathBehavior ModuleTag_16 ProbabilityModifier = 25 DestructionDelay = 200 DestructionDelayVariance = 100 OCL = FINAL OCL_FirestormSmall FX = FINAL WeaponFX_NapalmMissileDetonation End ;--------------------------permet le deplassement du batiment------- Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 GeometryHeight = 40 GeometryIsSmall = No Shadow = SHADOW_VOLUME End Object ArkansasPrimaryTurretABDDay SelectPortrait = ArkansasAB ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes InitialRecoilSpeed = 120 MaxRecoilDistance = 8 RecoilSettleSpeed = 6 ConditionState = NONE Model = ARK1 Turret = TURRETA ; TurretPitch = TURRETAEL AltTurret = TURRETB ; WeaponFireFXBone = PRIMARY MuzzleA WeaponRecoilBone = PRIMARY TURRETAB ; WeaponMuzzleFlash = PRIMARY MuzzleFXA WeaponLaunchBone = PRIMARY TURRETAB ; WeaponFireFXBone = SECONDARY MuzzleA WeaponRecoilBone = SECONDARY TURRETBB ; WeaponMuzzleFlash = SECONDARY MuzzleFXA WeaponLaunchBone = SECONDARY TURRETBB End End ; ***DESIGN parameters *** DisplayName = OBJECT:ArkansasAB Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CommandSet = BattleShipCommandSet WeaponSet Conditions = None Weapon = PRIMARY ArkansasDDayGun AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI Weapon = SECONDARY ArkansasDDayGun AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI End ArmorSet Conditions = None Armor = StructureArmor DamageFX = StructureDamageFXNoShake End VisionRange = 300 ShroudClearingRange = 300 ; *** AUDIO Parameters *** VoiceSelect = BattleshipVoiceSelect VoiceMove = BattleshipVoiceMove VoiceGuard = BattleshipVoiceMove VoiceAttack = BattleshipVoiceAttack SoundAmbient = BattleshipAmbientLoop UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveLoop = OverlordTankTurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY End AltTurret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY End End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 5000.0 End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SuperweaponCarpetBomb ;Automatically reloads weapons immediately upon trigger, then fires multiple weapon slots. End Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 GeometryHeight = 40 GeometryIsSmall = No Shadow = SHADOW_VOLUME End Object ArkansasPrimaryTurretCDDDay SelectPortrait = ArkansasCD ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes InitialRecoilSpeed = 120 MaxRecoilDistance = 8 RecoilSettleSpeed = 6 ConditionState = NONE Model = ARK2 Turret = TURRETC ; TurretPitch = TURRETAEL AltTurret = TURRETD ; WeaponFireFXBone = PRIMARY MuzzleC WeaponRecoilBone = PRIMARY TURRETCB ; WeaponMuzzleFlash = PRIMARY MuzzleFXC WeaponLaunchBone = PRIMARY TURRETCB ; WeaponFireFXBone = SECONDARY MuzzleD WeaponRecoilBone = SECONDARY TURRETDB ; WeaponMuzzleFlash = SECONDARY MuzzleFXD WeaponLaunchBone = SECONDARY TURRETDB End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScharnhorstB Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CommandSet = BattleShipCommandSet WeaponSet Conditions = None Weapon = PRIMARY ArkansasDDayGun AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI Weapon = SECONDARY ArkansasDDayGun AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = None End VisionRange = 300 ShroudClearingRange = 300 ; *** AUDIO Parameters *** VoiceSelect = BattleshipVoiceSelect VoiceMove = BattleshipVoiceMove VoiceGuard = BattleshipVoiceMove VoiceAttack = BattleshipVoiceAttack SoundAmbient = BattleshipAmbientLoop UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveLoop = OverlordTankTurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY End AltTurret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY End End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 5000.0 End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SuperweaponCarpetBomb ;Automatically reloads weapons immediately upon trigger, then fires multiple weapon slots. End Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 GeometryHeight = 40 GeometryIsSmall = No Shadow = SHADOW_VOLUME End Object ArkansasPrimaryTurretEFDDay SelectPortrait = ArkansasEF ; *** ART Parameters *** Draw = W3DTankDraw ModuleTag_01 OkToChangeModelColor = Yes InitialRecoilSpeed = 120 MaxRecoilDistance = 8 RecoilSettleSpeed = 6 ConditionState = NONE Model = ARK3 Turret = TURRETE ; TurretPitch = TURRETAEL AltTurret = TURRETF ; WeaponFireFXBone = PRIMARY MuzzleE WeaponRecoilBone = PRIMARY TURRETEB ; WeaponMuzzleFlash = PRIMARY MuzzleFXE WeaponLaunchBone = PRIMARY TURRETEB ; WeaponFireFXBone = SECONDARY MuzzleF WeaponRecoilBone = SECONDARY TURRETFB ; WeaponMuzzleFlash = SECONDARY MuzzleFXF WeaponLaunchBone = SECONDARY TURRETFB End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScharnhorstC Side = America EditorSorting = VEHICLE TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) CommandSet = BattleShipCommandSet WeaponSet Conditions = None Weapon = PRIMARY ArkansasDDayGun AutoChooseSources = PRIMARY FROM_SCRIPT FROM_PLAYER FROM_AI Weapon = SECONDARY ArkansasDDayGun AutoChooseSources = SECONDARY FROM_SCRIPT FROM_PLAYER FROM_AI End ArmorSet Conditions = None Armor = ComancheArmor DamageFX = None End VisionRange = 300 ShroudClearingRange = 300 ; *** AUDIO Parameters *** VoiceSelect = BattleshipVoiceSelect VoiceMove = BattleshipVoiceMove VoiceGuard = BattleshipVoiceMove VoiceAttack = BattleshipVoiceAttack SoundAmbient = BattleshipAmbientLoop UnitSpecificSounds ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs TurretMoveLoop = OverlordTankTurretMoveLoop End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SCORE SELECTABLE Body = ActiveBody ModuleTag_02 MaxHealth = 5000.0 InitialHealth = 5000.0 End Behavior = AIUpdateInterface ModuleTag_03 Turret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = PRIMARY End AltTurret TurretTurnRate = 80 TurretPitchRate = 80 FirePitch = 20 ; Instead of aiming pitchwise at the target, it will aim here AllowsPitch = Yes RecenterTime = 5000 ; how long to wait during idle before recentering ControlledWeaponSlots = SECONDARY End End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 5000.0 End Behavior = SpecialAbility ModuleTag_08 SpecialPowerTemplate = SuperweaponCarpetBomb ;Automatically reloads weapons immediately upon trigger, then fires multiple weapon slots. End Geometry = BOX GeometryMajorRadius = 200.0 GeometryMinorRadius = 20.0 GeometryHeight = 40 GeometryIsSmall = No Shadow = SHADOW_VOLUME End ;------------------------------------------------------------------------------ Weapon 120mmGun PrimaryDamage = 125.0 PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance. AttackRange = 225.0 MinTargetPitch = -15 ; we may not target anything outside of this pitch range MaxTargetPitch = 15 ; ditto DamageType = ARMOR_PIERCING DeathType = NORMAL WeaponSpeed = 300 ; dist/sec WeaponRecoil = 5 ; angle to deflect the model when firing ProjectileObject = GenericTankShell FireFX = WeaponFX_GenericTankGunNoTracer VeterancyFireFX = HEROIC WeaponFX_HeroicGenericTankGunNoTracer ProjectileDetonationFX = FX_120mmExplosion FireSound = PaladinTankWeapon RadiusDamageAffects = ALLIES ENEMIES NEUTRALS DelayBetweenShots = 2000 ; time between shots, msec ClipSize = 0 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 0 ; how long to reload a Clip, msec ; note, these only apply to units that aren't the explicit target ; (ie, units that just happen to "get in the way"... projectiles ; always collide with the Designated Target, regardless of these flags ProjectileCollidesWith = STRUCTURES WALLS End ;------------------------------------------------------------------------------ ;------------------------------------------------------------------------------