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1 ;////////////////////////////////////////////////////////////////////////////// 2 ;FILE: Locomotor.ini (SYSTEM) ///////////////////////////////////////////////// 3 ;////////////////////////////////////////////////////////////////////////////// 4 5 ;------------------------------------------------------------------------------ 6 Locomotor BasicHumanLocomotor 7 Surfaces = GROUND RUBBLE 8 Speed = 20 ;30 ; in dist/sec 9 SpeedDamaged = 10 ;30 ; in dist/sec 10 TurnRate = 500 ; in degrees/sec 11 TurnRateDamaged = 500 ; in degrees/sec 12 Acceleration = 100 ; in dist/(sec^2) 13 AccelerationDamaged = 50 ; in dist/(sec^2) 14 Braking = 100 ; in dist/(sec^2) 15 MinTurnSpeed = 0 ; in dist/sec 16 ZAxisBehavior = NO_Z_MOTIVE_FORCE 17 Appearance = TWO_LEGS 18 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 19 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 20 End 21 22 ;------------------------------------------------------------------------------ 23 Locomotor MissileDefenderLocomotor 24 Surfaces = GROUND RUBBLE 25 Speed = 20 ;30 ; in dist/sec 26 SpeedDamaged = 10 ;30 ; in dist/sec 27 TurnRate = 500 ; in degrees/sec 28 TurnRateDamaged = 500 ; in degrees/sec 29 Acceleration = 100 ; in dist/(sec^2) 30 AccelerationDamaged = 50 ; in dist/(sec^2) 31 Braking = 100 ; in dist/(sec^2) 32 MinTurnSpeed = 0 ; in dist/sec 33 ZAxisBehavior = NO_Z_MOTIVE_FORCE 34 Appearance = TWO_LEGS 35 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 36 GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery 37 End 38 39 ;------------------------------------------------------------------------------ 40 ; basically the same as BasicHumanLocomotor, but roughly 25% faster 41 Locomotor BasicHumanLocomotorPlus25 42 Surfaces = GROUND RUBBLE 43 Speed = 25 ; in dist/sec 44 SpeedDamaged = 12 ; in dist/sec 45 TurnRate = 360 ; in degrees/sec 46 TurnRateDamaged = 350 ; in degrees/sec 47 Acceleration = 125 ; in dist/(sec^2) 48 AccelerationDamaged = 60 ; in dist/(sec^2) 49 Braking = 100 ; in dist/(sec^2) 50 MinTurnSpeed = 0 ; in dist/sec 51 ZAxisBehavior = NO_Z_MOTIVE_FORCE 52 Appearance = TWO_LEGS 53 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 54 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 55 End 56 57 ;------------------------------------------------------------------------------ 58 Locomotor FastHumanLocomotor 59 Surfaces = GROUND RUBBLE 60 Speed = 25 ;30 ; in dist/sec 61 SpeedDamaged = 15 ;30 ; in dist/sec 62 TurnRate = 500 ; in degrees/sec 63 TurnRateDamaged = 500 ; in degrees/sec 64 Acceleration = 100 ; in dist/(sec^2) 65 AccelerationDamaged = 50 ; in dist/(sec^2) 66 Braking = 100 ; in dist/(sec^2) 67 MinTurnSpeed = 0 ; in dist/sec 68 ZAxisBehavior = NO_Z_MOTIVE_FORCE 69 Appearance = TWO_LEGS 70 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 71 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 72 End 73 74 ;------------------------------------------------------------------------------ 75 Locomotor WorkerShoesLocomotor 76 Surfaces = GROUND RUBBLE 77 Speed = 30 ; in dist/sec 78 SpeedDamaged = 20 ;30 ; in dist/sec 79 TurnRate = 500 ; in degrees/sec 80 TurnRateDamaged = 500 ; in degrees/sec 81 Acceleration = 150 ; in dist/(sec^2) 82 AccelerationDamaged = 75 ; in dist/(sec^2) 83 Braking = 150 ; in dist/(sec^2) 84 MinTurnSpeed = 0 ; in dist/sec 85 ZAxisBehavior = NO_Z_MOTIVE_FORCE 86 Appearance = TWO_LEGS 87 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 88 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 89 End 90 91 92 ;------------------------------------------------------------------------------ 93 Locomotor JarmenKellLocomotor 94 Surfaces = GROUND RUBBLE 95 Speed = 30 ; in dist/sec 96 SpeedDamaged = 20 ; in dist/sec 97 TurnRate = 500 ; in degrees/sec 98 TurnRateDamaged = 500 ; in degrees/sec 99 Acceleration = 100 ; in dist/(sec^2) 100 AccelerationDamaged = 50 ; in dist/(sec^2) 101 Braking = 100 ; in dist/(sec^2) 102 MinTurnSpeed = 0 ; in dist/sec 103 ZAxisBehavior = NO_Z_MOTIVE_FORCE 104 Appearance = TWO_LEGS 105 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 106 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 107 End 108 109 ;------------------------------------------------------------------------------ 110 Locomotor SaboteurGroundLocomotor 111 Surfaces = GROUND RUBBLE 112 Speed = 30 ; in dist/sec 113 SpeedDamaged = 20 ; in dist/sec 114 TurnRate = 500 ; in degrees/sec 115 TurnRateDamaged = 500 ; in degrees/sec 116 Acceleration = 100 ; in dist/(sec^2) 117 AccelerationDamaged = 50 ; in dist/(sec^2) 118 Braking = 100 ; in dist/(sec^2) 119 MinTurnSpeed = 0 ; in dist/sec 120 ZAxisBehavior = NO_Z_MOTIVE_FORCE 121 Appearance = TWO_LEGS 122 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 123 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 124 End 125 126 ;------------------------------------------------------------------------------ 127 Locomotor SaboteurCliffLocomotor 128 Surfaces = CLIFF 129 Speed = 20 ; in dist/sec 130 SpeedDamaged = 15 ; in dist/sec 131 TurnRate = 360 ; in degrees/sec 132 TurnRateDamaged = 350 ; in degrees/sec 133 Acceleration = 100 ; in dist/(sec^2) 134 AccelerationDamaged = 50 ; in dist/(sec^2) 135 Braking = 100 ; in dist/(sec^2) 136 MinTurnSpeed = 0 ; in dist/sec 137 ZAxisBehavior = NO_Z_MOTIVE_FORCE 138 Appearance = CLIMBER 139 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 140 End 141 142 ;------------------------------------------------------------------------------ 143 Locomotor BlackLotusLocomotor 144 Surfaces = GROUND RUBBLE 145 Speed = 30 ; in dist/sec 146 SpeedDamaged = 20 ; in dist/sec 147 TurnRate = 500 ; in degrees/sec 148 TurnRateDamaged = 500 ; in degrees/sec 149 Acceleration = 100 ; in dist/(sec^2) 150 AccelerationDamaged = 50 ; in dist/(sec^2) 151 Braking = 100 ; in dist/(sec^2) 152 MinTurnSpeed = 0 ; in dist/sec 153 ZAxisBehavior = NO_Z_MOTIVE_FORCE 154 Appearance = TWO_LEGS 155 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 156 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 157 End 158 159 ;------------------------------------------------------------------------------ 160 Locomotor ColonelBurtonGroundLocomotor 161 Surfaces = GROUND RUBBLE 162 Speed = 30 ; in dist/sec 163 SpeedDamaged = 20 ; in dist/sec 164 TurnRate = 500 ; in degrees/sec 165 TurnRateDamaged = 500 ; in degrees/sec 166 Acceleration = 100 ; in dist/(sec^2) 167 AccelerationDamaged = 50 ; in dist/(sec^2) 168 Braking = 100 ; in dist/(sec^2) 169 MinTurnSpeed = 0 ; in dist/sec 170 ZAxisBehavior = NO_Z_MOTIVE_FORCE 171 Appearance = TWO_LEGS 172 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 173 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 174 End 175 176 ;------------------------------------------------------------------------------ 177 Locomotor ColonelBurtonCliffLocomotor 178 Surfaces = CLIFF 179 Speed = 20 ; in dist/sec 180 SpeedDamaged = 15 ; in dist/sec 181 TurnRate = 360 ; in degrees/sec 182 TurnRateDamaged = 350 ; in degrees/sec 183 Acceleration = 100 ; in dist/(sec^2) 184 AccelerationDamaged = 50 ; in dist/(sec^2) 185 Braking = 100 ; in dist/(sec^2) 186 MinTurnSpeed = 0 ; in dist/sec 187 ZAxisBehavior = NO_Z_MOTIVE_FORCE 188 Appearance = CLIMBER 189 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 190 End 191 192 ;------------------------------------------------------------------------------ 193 Locomotor RedguardLocomotor 194 Surfaces = GROUND RUBBLE 195 Speed = 25 ;30 ; in dist/sec 196 SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 197 TurnRate = 500 ; in degrees/sec 198 TurnRateDamaged = 500 ; in degrees/sec 199 Acceleration = 100 ; in dist/(sec^2) 200 AccelerationDamaged = 50 ; in dist/(sec^2) 201 Braking = 150 ; in dist/(sec^2) 202 MinTurnSpeed = 0 ; in dist/sec 203 ZAxisBehavior = NO_Z_MOTIVE_FORCE 204 Appearance = TWO_LEGS 205 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 206 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger. 207 End 208 209 ;------------------------------------------------------------------------------ 210 Locomotor ParadeRedguardLocomotor 211 Surfaces = GROUND 212 Speed = 10 ;30 ; in dist/sec 213 SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 214 TurnRate = 350 ; in degrees/sec 215 TurnRateDamaged = 350 ; in degrees/sec 216 Acceleration = 100 ; in dist/(sec^2) 217 AccelerationDamaged = 50 ; in dist/(sec^2) 218 Braking = 150 ; in dist/(sec^2) 219 MinTurnSpeed = 0 ; in dist/sec 220 ZAxisBehavior = NO_Z_MOTIVE_FORCE 221 Appearance = TWO_LEGS 222 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 223 End 224 225 ;------------------------------------------------------------------------------ 226 ;****************** Cinematic-Only unit *************************************** 227 Locomotor CINE_ParadeRedguardLocomotor 228 Surfaces = GROUND 229 Speed = 10 ;30 ; in dist/sec 230 SpeedDamaged = 10 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 231 TurnRate = 350 ; in degrees/sec 232 TurnRateDamaged = 350 ; in degrees/sec 233 Acceleration = 100 ; in dist/(sec^2) 234 AccelerationDamaged = 50 ; in dist/(sec^2) 235 Braking = 150 ; in dist/(sec^2) 236 MinTurnSpeed = 0 ; in dist/sec 237 ZAxisBehavior = NO_Z_MOTIVE_FORCE 238 Appearance = TWO_LEGS 239 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 240 End 241 242 ;------------------------------------------------------------------------------ 243 Locomotor WanderHumanLocomotor 244 Surfaces = GROUND 245 Speed = 10 ;20 ; in dist/sec 246 SpeedDamaged = 10 ;30 ; in dist/sec 247 TurnRate = 350 ; in degrees/sec 248 TurnRateDamaged = 350 ; in degrees/sec 249 Acceleration = 100 ; in dist/(sec^2) 250 AccelerationDamaged = 50 ; in dist/(sec^2) 251 Braking = 100 ; in dist/(sec^2) 252 MinTurnSpeed = 0 ; in dist/sec 253 ZAxisBehavior = NO_Z_MOTIVE_FORCE 254 Appearance = TWO_LEGS 255 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 256 257 ; NOTE: The two wander parameters only apply to the TWO_LEGS appearance. 258 WanderWidthFactor = 1.0 ; how far we wander side to side approx body widths. 259 WanderLengthFactor = 5.0; how we go forward before we cross back to the other side. 260 261 WanderAboutPointRadius = 30.0; When we are wandering around a point, how far do we wander from the point (in 'feet' distance). 262 263 264 End 265 266 ;------------------------------------------------------------------------------ 267 Locomotor PanicHumanLocomotor 268 Surfaces = GROUND RUBBLE 269 Speed = 25 ;30 ; in dist/sec 270 SpeedDamaged = 10 ;30 ; in dist/sec 271 TurnRate = 350 ; in degrees/sec 272 TurnRateDamaged = 350 ; in degrees/sec 273 Acceleration = 100 ; in dist/(sec^2) 274 AccelerationDamaged = 50 ; in dist/(sec^2) 275 Braking = 100 ; in dist/(sec^2) 276 MinTurnSpeed = 0 ; in dist/sec 277 ZAxisBehavior = NO_Z_MOTIVE_FORCE 278 Appearance = TWO_LEGS 279 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 280 281 ; NOTE: The two wander parameters only apply to the TWO_LEGS_WANDER appearance. 282 WanderWidthFactor = 1.25 ; how far we wander side to side approx body widths. 283 WanderLengthFactor = 4.0; how we go forward before we cross back to the other side. 284 285 End 286 287 ;------------------------------------------------------------------------------ 288 Locomotor HazMatHumanLocomotor 289 Surfaces = GROUND RUBBLE 290 Speed = 25 ; in dist/sec 291 SpeedDamaged = 20 ; in dist/sec 292 TurnRate = 180 ; in degrees/sec 293 TurnRateDamaged = 150 ; in degrees/sec 294 Acceleration = 100 ; in dist/(sec^2) 295 AccelerationDamaged = 50 ; in dist/(sec^2) 296 Braking = 100 ; in dist/(sec^2) 297 MinTurnSpeed = 0 ; in dist/sec 298 ZAxisBehavior = NO_Z_MOTIVE_FORCE 299 Appearance = TWO_LEGS 300 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 301 End 302 303 ;------------------------------------------------------------------------------ 304 Locomotor CINE_HazMatHumanLocomotor 305 Surfaces = GROUND RUBBLE 306 Speed = 10 ; in dist/sec 307 SpeedDamaged = 5 ; in dist/sec 308 TurnRate = 180 ; in degrees/sec 309 TurnRateDamaged = 150 ; in degrees/sec 310 Acceleration = 100 ; in dist/(sec^2) 311 AccelerationDamaged = 50 ; in dist/(sec^2) 312 Braking = 100 ; in dist/(sec^2) 313 MinTurnSpeed = 0 ; in dist/sec 314 ZAxisBehavior = NO_Z_MOTIVE_FORCE 315 Appearance = TWO_LEGS 316 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 317 End 318 319 ;------------------------------------------------------------------------------ 320 ; NOTE NOTE NOTE NOTE 321 ; NOTE NOTE NOTE NOTE 322 ; NOTE NOTE NOTE NOTE 323 ; NOTE NOTE NOTE NOTE 324 ; 325 ; Although POW Trucks are cut, AmericaVehiclePOWTruck remains, for cinematic purposes only. 326 ; (It is used in USA03.) It can't do anything interesting, other than move 327 ; and get blown up. Thus we still need this locomotor. 328 ; (srj) 329 ; 330 Locomotor POWTruckLocomotor 331 Surfaces = GROUND 332 Speed = 60 ; in dist/sec 333 SpeedDamaged = 30 ; in dist/sec 334 TurnRate = 120 ; in degrees/sec 335 TurnRateDamaged = 120 ; in degrees/sec 336 Acceleration = 120 ; in dist/(sec^2) 337 AccelerationDamaged = 90 ; in dist/(sec^2) 338 Braking = 50 ; in dist/(sec^2) 339 MinTurnSpeed = 20 ; in dist/sec 340 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 341 ZAxisBehavior = NO_Z_MOTIVE_FORCE 342 Appearance = FOUR_WHEELS 343 344 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 345 DecelerationPitchLimit = 3 ; Angle limit how far chassis will dip from deceleration. 346 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 347 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 348 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 349 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 350 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 351 352 ForwardAccelerationPitchFactor = 0.20 ; How much acceleration will cause the front to lift, or dip for stops. 353 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 354 355 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 356 CanMoveBackwards = Yes ; Can move backwards. 357 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 358 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 359 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 360 End 361 362 ;------------------------------------------------------------------------------ 363 Locomotor 18WheelerLocomotor 364 Surfaces = GROUND 365 Speed = 30 ; in dist/sec 366 SpeedDamaged = 25 ; in dist/sec 367 TurnRate = 90 ; in degrees/sec 368 TurnRateDamaged = 60 ; in degrees/sec 369 Acceleration = 30 ; in dist/(sec^2) 370 AccelerationDamaged = 8 ; in dist/(sec^2) 371 Braking = 50 ; in dist/(sec^2) 372 MinTurnSpeed = 0 ; in dist/sec 373 ZAxisBehavior = NO_Z_MOTIVE_FORCE 374 Appearance = TREADS 375 376 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 377 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 378 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 379 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 380 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 381 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 382 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 383 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 384 End 385 386 ;------------------------------------------------------------------------------ 387 Locomotor SCUDMissileLocomotor 388 Surfaces = AIR 389 Speed = 200 ; in dist/sec 390 SpeedDamaged = 200 ; in dist/sec 391 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 392 Acceleration = 675 ; in dist/(sec^2) 393 Braking = 0 ; in dist/(sec^2) 394 TurnRate = 540 ; in degrees/sec 395 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 396 AllowAirborneMotiveForce = Yes 397 Appearance = THRUST 398 PreferredHeight = 120 399 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 400 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 401 End 402 403 ;------------------------------------------------------------------------------ 404 Locomotor SCUDStormMissileLocomotor 405 Surfaces = AIR 406 Speed = 300 ; in dist/sec 407 SpeedDamaged = 200 ; in dist/sec 408 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 409 Acceleration = 675 ; in dist/(sec^2) 410 Braking = 0 ; in dist/(sec^2) 411 TurnRate = 540 ; in degrees/sec 412 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 413 AllowAirborneMotiveForce = Yes 414 Appearance = THRUST 415 PreferredHeight = 240 416 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 417 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 418 ThrustRoll = 0.06 419 ThrustWobbleRate = 0.008 420 ThrustMinWobble = -0.040 421 ThrustMaxWobble = 0.040 422 CloseEnoughDist3D = Yes ; This allows the missile to fly over the target and come back 423 End 424 425 ;------------------------------------------------------------------------------ 426 Locomotor TomahawkLocomotor 427 Surfaces = GROUND 428 Speed = 30 ; in dist/sec 429 SpeedDamaged = 25 ; in dist/sec 430 TurnRate = 180 ;90 ; in degrees/sec 431 TurnRateDamaged = 180 ;60 ; in degrees/sec 432 Acceleration = 1000 ;240 ; in dist/(sec^2) 433 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 434 Braking = 1000 ;50 ; in dist/(sec^2) 435 MinTurnSpeed = 0 ; in dist/sec 436 ZAxisBehavior = NO_Z_MOTIVE_FORCE 437 Appearance = TREADS 438 439 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 440 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 441 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 442 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 443 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 444 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 445 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 446 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 447 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 448 End 449 450 ;------------------------------------------------------------------------------ 451 Locomotor NuclearCannonShellLocomotor 452 Surfaces = AIR 453 Speed = 300 ; in dist/sec 454 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 455 Acceleration = 2160 ; in dist/(sec^2) 456 Braking = 0 ; in dist/(sec^2) 457 TurnRate = 225 ; in degrees/sec 458 MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) 459 AllowAirborneMotiveForce = Yes 460 Appearance = THRUST 461 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 462 End 463 464 ;------------------------------------------------------------------------------ 465 Locomotor SpectreHowitzerShellLocomotor 466 Surfaces = AIR 467 Speed = 1111 ; in dist/sec 468 MinSpeed = 1111 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 469 Acceleration = 9160 ; in dist/(sec^2) 470 Braking = 0 ; in dist/(sec^2) 471 TurnRate = 99999 ; in degrees/sec 472 MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) 473 AllowAirborneMotiveForce = Yes 474 Appearance = THRUST 475 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 476 End 477 478 ;------------------------------------------------------------------------------ 479 Locomotor CrusaderLocomotor 480 Surfaces = GROUND 481 Speed = 30 ; in dist/sec 482 SpeedDamaged = 25 ; in dist/sec 483 TurnRate = 180 ;90 ; in degrees/sec 484 TurnRateDamaged = 180 ;60 ; in degrees/sec 485 Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) 486 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 487 Braking = 1000 ;50 ; in dist/(sec^2) 488 MinTurnSpeed = 0 ; in dist/sec 489 ZAxisBehavior = NO_Z_MOTIVE_FORCE 490 Appearance = TREADS 491 492 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 493 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 494 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 495 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 496 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 497 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 498 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 499 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 500 End 501 502 ;------------------------------------------------------------------------------ 503 ;*************************** Cinematic-Only unit ****************************** 504 Locomotor CINE_CrusaderLocomotor 505 Surfaces = GROUND 506 Speed = 30 ; in dist/sec 507 SpeedDamaged = 25 ; in dist/sec 508 TurnRate = 180 ;90 ; in degrees/sec 509 TurnRateDamaged = 180 ;60 ; in degrees/sec 510 Acceleration = 1000 ;240 ;30 ; in dist/(sec^2) 511 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 512 Braking = 1000 ;50 ; in dist/(sec^2) 513 MinTurnSpeed = 0 ; in dist/sec 514 ZAxisBehavior = NO_Z_MOTIVE_FORCE 515 Appearance = TREADS 516 517 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 518 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 519 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 520 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 521 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 522 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 523 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 524 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 525 End 526 527 ;------------------------------------------------------------------------------ 528 Locomotor MilitiaTankLocomotor 529 Surfaces = GROUND 530 Speed = 30 ; in dist/sec 531 SpeedDamaged = 25 ; in dist/sec 532 TurnRate = 180 ;90 ; in degrees/sec 533 TurnRateDamaged = 180 ;60 ; in degrees/sec 534 Acceleration = 1000 ;30 ; in dist/(sec^2) 535 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 536 Braking = 1000 ;50 ; in dist/(sec^2) 537 MinTurnSpeed = 0 ; in dist/sec 538 ZAxisBehavior = NO_Z_MOTIVE_FORCE 539 Appearance = TREADS 540 541 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 542 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 543 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 544 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 545 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 546 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 547 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 548 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 549 End 550 551 ;------------------------------------------------------------------------------ 552 Locomotor ScorpionLocomotor 553 Surfaces = GROUND 554 Speed = 40 ; in dist/sec 555 SpeedDamaged = 30 ; in dist/sec 556 TurnRate = 180 ;90 ; in degrees/sec 557 TurnRateDamaged = 180 ;60 ; in degrees/sec 558 Acceleration = 1000 ;30 ; in dist/(sec^2) 559 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 560 Braking = 1000 ;50 ; in dist/(sec^2) 561 MinTurnSpeed = 0 ; in dist/sec 562 ZAxisBehavior = NO_Z_MOTIVE_FORCE 563 Appearance = TREADS 564 565 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 566 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 567 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 568 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 569 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 570 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 571 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 572 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 573 End 574 575 ;------------------------------------------------------------------------------ 576 Locomotor MarauderLocomotor 577 Surfaces = GROUND 578 Speed = 40 ; in dist/sec 579 SpeedDamaged = 30 ; in dist/sec 580 TurnRate = 180 ; in degrees/sec 581 TurnRateDamaged = 180 ;60 ; in degrees/sec 582 Acceleration = 1000 ;30 ; in dist/(sec^2) 583 AccelerationDamaged = 1000 ;20 ; in dist/(sec^2) 584 Braking = 1000 ;50 ; in dist/(sec^2) 585 MinTurnSpeed = 0 ; in dist/sec 586 ZAxisBehavior = NO_Z_MOTIVE_FORCE 587 Appearance = TREADS 588 589 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 590 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 591 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 592 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 593 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 594 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 595 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 596 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 597 End 598 599 ;------------------------------------------------------------------------------ 600 Locomotor BombTruckLocomotor 601 Surfaces = GROUND 602 Speed = 50 ; in dist/sec 603 SpeedDamaged = 50 ; in dist/sec 604 TurnRate = 90 ; in degrees/sec 605 TurnRateDamaged = 60 ; in degrees/sec 606 Acceleration = 1000 ;400 ; in dist/(sec^2) 607 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 608 Braking = 1000 ;50 ; in dist/(sec^2) 609 MinTurnSpeed = 0 ; in dist/sec 610 ZAxisBehavior = NO_Z_MOTIVE_FORCE 611 Appearance = FOUR_WHEELS 612 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 613 614 AccelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will lift or roll from acceleration. 615 DecelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will dip from deceleration. 616 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 617 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 618 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 619 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 620 ForwardAccelerationPitchFactor = 0 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. 621 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 622 623 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 624 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 625 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 626 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 627 End 628 629 ;------------------------------------------------------------------------------ 630 Locomotor BattleBusLocomotor 631 Surfaces = GROUND 632 Speed = 75 ; in dist/sec 633 SpeedDamaged = 50 ; in dist/sec 634 TurnRate = 90 ; in degrees/sec 635 TurnRateDamaged = 60 ; in degrees/sec 636 Acceleration = 1000 ;400 ; in dist/(sec^2) 637 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 638 Braking = 1000 ;50 ; in dist/(sec^2) 639 MinTurnSpeed = 0 ; in dist/sec 640 ZAxisBehavior = NO_Z_MOTIVE_FORCE 641 Appearance = FOUR_WHEELS 642 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 643 644 AccelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will lift or roll from acceleration. 645 DecelerationPitchLimit = 2 ;5 ; Angle limit how far chassis will dip from deceleration. 646 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 647 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 648 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 649 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 650 ForwardAccelerationPitchFactor = 0 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. 651 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 652 653 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 654 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 655 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 656 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 657 End 658 659 ;------------------------------------------------------------------------------ 660 Locomotor ScudLauncherLocomotor 661 Surfaces = GROUND 662 Speed = 20 ; in dist/sec 663 SpeedDamaged = 15 ; in dist/sec 664 TurnRate = 50 ; in degrees/sec 665 TurnRateDamaged = 45 ; in degrees/sec 666 Acceleration = 160 ; in dist/(sec^2) 667 AccelerationDamaged = 120 ; in dist/(sec^2) 668 Braking = 50 ; in dist/(sec^2) 669 MinTurnSpeed = 15 ; in dist/sec 670 ZAxisBehavior = NO_Z_MOTIVE_FORCE 671 672 ;Appearance = TREADS 673 Appearance = FOUR_WHEELS 674 TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 675 676 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 677 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 678 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 679 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 680 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 681 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 682 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 683 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 684 685 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 686 CanMoveBackwards = Yes ; Can move backwards. 687 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 688 MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. 689 FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. 690 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 691 692 End 693 694 ;------------------------------------------------------------------------------ 695 Locomotor BattleMasterLocomotor 696 Surfaces = GROUND 697 Speed = 25 ; in dist/sec 698 SpeedDamaged = 25 ; in dist/sec 699 TurnRate = 180 ;90 ; in degrees/sec 700 TurnRateDamaged = 180 ;60 ; in degrees/sec 701 Acceleration = 1000 ;240 ; in dist/(sec^2) 702 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 703 Braking = 1000 ;50 ; in dist/(sec^2) 704 MinTurnSpeed = 0 ; in dist/sec 705 ZAxisBehavior = NO_Z_MOTIVE_FORCE 706 Appearance = TREADS 707 708 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 709 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 710 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 711 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 712 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 713 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 714 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 715 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 716 End 717 718 ;------------------------------------------------------------------------------ 719 Locomotor NuclearBattleMasterLocomotor 720 Surfaces = GROUND 721 Speed = 35 ; 33% faster than normal 722 SpeedDamaged = 32 ; 33% faster than normal 723 TurnRate = 180 ;120 ; 33% faster than normal 724 TurnRateDamaged = 180 ;80 ; 33% faster than normal 725 Acceleration = 1000 ;240 ; 33% faster than normal 726 AccelerationDamaged = 1000 ;240 ; 33% faster than normal 727 Braking = 1000 ;50 ; in dist/(sec^2) 728 MinTurnSpeed = 0 ; in dist/sec 729 ZAxisBehavior = NO_Z_MOTIVE_FORCE 730 Appearance = TREADS 731 732 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 733 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 734 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 735 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 736 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 737 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 738 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 739 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 740 End 741 742 ;------------------------------------------------------------------------------ 743 Locomotor OverlordLocomotor 744 Surfaces = GROUND 745 Speed = 20 ; in dist/sec 746 SpeedDamaged = 20 ; in dist/sec 747 TurnRate = 60 ;25 ; in degrees/sec 748 TurnRateDamaged = 60 ;20 ; in degrees/sec 749 Acceleration = 15 ; in dist/(sec^2) 750 AccelerationDamaged = 15 ; in dist/(sec^2) 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 DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. 758 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 759 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 760 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 761 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 762 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 763 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 764 End 765 766 ;------------------------------------------------------------------------------ 767 ;*************************** Cinematic-Only unit ****************************** 768 Locomotor CINE_OverlordLocomotor 769 Surfaces = GROUND 770 Speed = 20 ; in dist/sec 771 SpeedDamaged = 20 ; in dist/sec 772 TurnRate = 60 ;25 ; in degrees/sec 773 TurnRateDamaged = 60 ;20 ; in degrees/sec 774 Acceleration = 15 ; in dist/(sec^2) 775 AccelerationDamaged = 15 ; in dist/(sec^2) 776 Braking = 50 ; in dist/(sec^2) 777 MinTurnSpeed = 0 ; in dist/sec 778 ZAxisBehavior = NO_Z_MOTIVE_FORCE 779 Appearance = TREADS 780 781 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 782 DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. 783 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 784 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 785 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 786 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 787 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 788 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 789 End 790 791 792 ;------------------------------------------------------------------------------ 793 Locomotor NuclearOverlordLocomotor 794 Surfaces = GROUND 795 Speed = 30 ; 33% faster than normal 796 SpeedDamaged = 30 ; 33% faster than normal 797 TurnRate = 60 ;32 ; 33% faster than normal 798 TurnRateDamaged = 60 ;27 ; 33% faster than normal 799 Acceleration = 30 ; 33% faster than normal 800 AccelerationDamaged = 30 ; 33% faster than normal 801 Braking = 50 ; in dist/(sec^2) 802 MinTurnSpeed = 0 ; in dist/sec 803 ZAxisBehavior = NO_Z_MOTIVE_FORCE 804 Appearance = TREADS 805 806 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 807 DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. 808 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 809 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 810 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 811 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 812 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 813 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 814 End 815 816 ;------------------------------------------------------------------------------ 817 Locomotor DragonLocomotor 818 Surfaces = GROUND 819 Speed = 30 ; in dist/sec 820 SpeedDamaged = 25 ; in dist/sec 821 TurnRate = 180 ;90 ; in degrees/sec 822 TurnRateDamaged = 180 ;60 ; in degrees/sec 823 Acceleration = 1000 ;240 ; in dist/(sec^2) 824 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 825 Braking = 1000 ;50 ; in dist/(sec^2) 826 MinTurnSpeed = 0 ; in dist/sec 827 ZAxisBehavior = NO_Z_MOTIVE_FORCE 828 Appearance = TREADS 829 830 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 831 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 832 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 833 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 834 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 835 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 836 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 837 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 838 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets. 839 End 840 841 ;------------------------------------------------------------------------------ 842 Locomotor BlimpLocomotor 843 Surfaces = GROUND 844 Speed = 30 ; in dist/sec 845 SpeedDamaged = 25 ; in dist/sec 846 TurnRate = 90 ; in degrees/sec 847 TurnRateDamaged = 60 ; in degrees/sec 848 Acceleration = 30 ; in dist/(sec^2) 849 AccelerationDamaged = 8 ; in dist/(sec^2) 850 Braking = 50 ; in dist/(sec^2) 851 MinTurnSpeed = 0 ; in dist/sec 852 ZAxisBehavior = NO_Z_MOTIVE_FORCE 853 Appearance = TREADS 854 855 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 856 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 857 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 858 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 859 PitchDamping = 0.7 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 860 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 861 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 862 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 863 End 864 865 ;------------------------------------------------------------------------------ 866 Locomotor TroopCrawlerLocomotor 867 Surfaces = GROUND 868 Speed = 40 ; in dist/sec 869 SpeedDamaged = 30 ; in dist/sec 870 TurnRate = 120 ;90 ; in degrees/sec 871 TurnRateDamaged = 120 ;60 ; in degrees/sec 872 Acceleration = 1000 ;400 ; in dist/(sec^2) 873 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 874 Braking = 1000 ;50 ; in dist/(sec^2) 875 MinTurnSpeed = 25 ; in dist/sec 876 ZAxisBehavior = NO_Z_MOTIVE_FORCE 877 Appearance = FOUR_WHEELS 878 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 879 880 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 881 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 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 = 0.1 ;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. 888 889 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 890 CanMoveBackwards = Yes ; Can move backwards. 891 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 892 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 893 FrontWheelTurnAngle = 30 894 ; How many degrees the front wheels can turn. 895 End 896 897 ;------------------------------------------------------------------------------ 898 Locomotor InfernoLocomotor 899 Surfaces = GROUND 900 Speed = 20 ; in dist/sec 901 SpeedDamaged = 20 ; in dist/sec 902 TurnRate = 120 ;90 ; in degrees/sec 903 TurnRateDamaged = 90 ;60 ; in degrees/sec 904 Acceleration = 1000 ;160 ; in dist/(sec^2) 905 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 906 Braking = 1000 ;50 ; in dist/(sec^2) 907 MinTurnSpeed = 0 ; in dist/sec 908 ZAxisBehavior = NO_Z_MOTIVE_FORCE 909 Appearance = TREADS 910 911 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 912 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 913 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 914 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 915 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 916 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 917 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 918 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 919 End 920 921 ;------------------------------------------------------------------------------ 922 ;************************* Cinematic-Only unit ******************************** 923 Locomotor CINE_InfernoLocomotor 924 Surfaces = GROUND 925 Speed = 20 ; in dist/sec 926 SpeedDamaged = 20 ; in dist/sec 927 TurnRate = 120 ;90 ; in degrees/sec 928 TurnRateDamaged = 90 ;60 ; in degrees/sec 929 Acceleration = 1000 ;160 ; in dist/(sec^2) 930 AccelerationDamaged = 1000 ;120 ; in dist/(sec^2) 931 Braking = 1000 ;50 ; in dist/(sec^2) 932 MinTurnSpeed = 0 ; in dist/sec 933 ZAxisBehavior = NO_Z_MOTIVE_FORCE 934 Appearance = TREADS 935 936 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 937 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 938 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 939 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 940 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 941 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 942 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 943 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 944 End 945 946 ;------------------------------------------------------------------------------ 947 Locomotor GattlingTankLocomotor 948 Surfaces = GROUND 949 Speed = 40 ; in dist/sec 950 SpeedDamaged = 40 ; in dist/sec 951 TurnRate = 180 ;90 ; in degrees/sec 952 TurnRateDamaged = 180 ;60 ; in degrees/sec 953 Acceleration = 1000 ;240 ; in dist/(sec^2) 954 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 955 Braking = 1000 ;50 ; in dist/(sec^2) 956 MinTurnSpeed = 0 ; in dist/sec 957 ZAxisBehavior = NO_Z_MOTIVE_FORCE 958 Appearance = TREADS 959 960 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 961 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 962 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 963 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 964 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 965 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 966 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 967 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 968 End 969 970 ;------------------------------------------------------------------------------ 971 Locomotor BasicTankLocomotor 972 Surfaces = GROUND 973 Speed = 30 ; in dist/sec 974 SpeedDamaged = 25 ; in dist/sec 975 TurnRate = 180 ;90 ; in degrees/sec 976 TurnRateDamaged = 180 ;60 ; in degrees/sec 977 Acceleration = 1000 ;240 ; in dist/(sec^2) 978 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 979 Braking = 1000 ;50 ; in dist/(sec^2) 980 MinTurnSpeed = 0 ; in dist/sec 981 ZAxisBehavior = NO_Z_MOTIVE_FORCE 982 Appearance = TREADS 983 984 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 985 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 986 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 987 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 988 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 989 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 990 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 991 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 992 End 993 994 ;------------------------------------------------------------------------------ 995 Locomotor BasicTruckLocomotor 996 Surfaces = GROUND 997 Speed = 30 ; in dist/sec 998 SpeedDamaged = 30 ; in dist/sec 999 TurnRate = 60 ; in degrees/sec 1000 TurnRateDamaged = 60 ; in degrees/sec 1001 Acceleration = 10 ; in dist/(sec^2) 1002 AccelerationDamaged = 10 ; in dist/(sec^2) 1003 Braking = 50 ; in dist/(sec^2) 1004 MinTurnSpeed = 0 ; in dist/sec 1005 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1006 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1007 Appearance = FOUR_WHEELS 1008 1009 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 1010 DecelerationPitchLimit = 4 ; Angle limit how far chassis will dip from deceleration. 1011 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1012 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1013 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1014 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1015 RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1016 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1017 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1018 End 1019 1020 ;------------------------------------------------------------------------------ 1021 ;************************* Cinematic-Only unit ******************************** 1022 Locomotor CINE_NukeTruckLocomotor 1023 Surfaces = GROUND 1024 Speed = 35 ; in dist/sec 1025 SpeedDamaged = 30 ; in dist/sec 1026 TurnRate = 60 ; in degrees/sec 1027 TurnRateDamaged = 60 ; in degrees/sec 1028 Acceleration = 55 ; in dist/(sec^2) 1029 AccelerationDamaged = 10 ; in dist/(sec^2) 1030 Braking = 50 ; in dist/(sec^2) 1031 MinTurnSpeed = 0 ; in dist/sec 1032 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1033 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1034 Appearance = FOUR_WHEELS 1035 1036 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 1037 DecelerationPitchLimit = 4 ; Angle limit how far chassis will dip from deceleration. 1038 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1039 PitchStiffness = 0.1 ; 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 = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1042 RollDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1043 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1044 LateralAccelerationRollFactor = 0.2 ; 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 SupplyTruckLocomotor 1055 Surfaces = GROUND 1056 Speed = 40 ; in dist/sec 1057 SpeedDamaged = 20 ; in dist/sec 1058 TurnRate = 90 ; in degrees/sec 1059 TurnRateDamaged = 60 ; in degrees/sec 1060 Acceleration = 240 ; in dist/(sec^2) 1061 AccelerationDamaged = 180 ; in dist/(sec^2) 1062 Braking = 50 ; in dist/(sec^2) 1063 MinTurnSpeed = 15 ; in dist/sec 1064 TurnPivotOffset = -0.2 ; 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 = 4 ; Angle limit how far chassis will lift or roll from acceleration. 1069 DecelerationPitchLimit = 4 ; Angle limit howdip will deft or roll from acceleration. 1070 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1071 PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back. 1072 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1073 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1074 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1075 ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops. 1076 LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. 1077 1078 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1079 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 1080 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 1081 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1082 1083 End 1084 1085 ;------------------------------------------------------------------------------ 1086 Locomotor CINE_U5_SupplyTruckLocomotor 1087 Surfaces = GROUND 1088 Speed = 225 ; in dist/sec 1089 SpeedDamaged = 120 ; in dist/sec 1090 TurnRate = 120 ; in degrees/sec 1091 TurnRateDamaged = 120 ; in degrees/sec 1092 Acceleration = 150 ; in dist/(sec^2) 1093 AccelerationDamaged = 30 ; in dist/(sec^2) 1094 Braking = 500 ; in dist/(sec^2) 1095 MinTurnSpeed = 0 ; in dist/sec 1096 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1097 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1098 Appearance = FOUR_WHEELS 1099 StickToGround = No 1100 1101 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1102 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 1103 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1104 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1105 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1106 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1107 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1108 1109 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1110 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1111 1112 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1113 CanMoveBackwards = Yes ; Can move backwards. 1114 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1115 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1116 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1117 1118 1119 1120 End 1121 1122 ;------------------------------------------------------------------------------ 1123 Locomotor BasicCarLocomotor 1124 Surfaces = GROUND 1125 Speed = 90 ; in dist/sec 1126 SpeedDamaged = 90 ; in dist/sec 1127 TurnRate = 120 ; in degrees/sec 1128 TurnRateDamaged = 120 ; in degrees/sec 1129 Acceleration = 30 ; in dist/(sec^2) 1130 AccelerationDamaged = 30 ; in dist/(sec^2) 1131 Braking = 50 ; in dist/(sec^2) 1132 MinTurnSpeed = 40 ; in dist/sec 1133 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1134 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1135 Appearance = FOUR_WHEELS 1136 1137 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1138 DecelerationPitchLimit = 6 ; Angle limit how far chassis willdip roll deom acceleration. 1139 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1140 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1141 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1142 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1143 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1144 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1145 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1146 End 1147 1148 ;------------------------------------------------------------------------------ 1149 Locomotor CINE_U05_BasicCarLocomotor 1150 Surfaces = GROUND 1151 Speed = 300 ; in dist/sec 1152 SpeedDamaged = 350 ; in dist/sec 1153 TurnRate = 120 ; in degrees/sec 1154 TurnRateDamaged = 120 ; in degrees/sec 1155 Acceleration = 150 ; in dist/(sec^2) 1156 AccelerationDamaged = 150 ; in dist/(sec^2) 1157 Braking = 500 ; in dist/(sec^2) 1158 MinTurnSpeed = 0 ; in dist/sec 1159 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1160 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1161 Appearance = FOUR_WHEELS 1162 1163 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1164 DecelerationPitchLimit = 6 ; Angle limit how far chassis willdip roll deom acceleration. 1165 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1166 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1167 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1168 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1169 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1170 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1171 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1172 1173 End 1174 1175 ;------------------------------------------------------------------------------ 1176 Locomotor CINE_U05_BasicCarLocomotorShiek 1177 Surfaces = GROUND 1178 Speed = 300 ; in dist/sec 1179 SpeedDamaged = 350 ; in dist/sec 1180 TurnRate = 120 ; in degrees/sec 1181 TurnRateDamaged = 120 ; in degrees/sec 1182 Acceleration = 150 ; in dist/(sec^2) 1183 AccelerationDamaged = 150 ; in dist/(sec^2) 1184 Braking = 500 ; in dist/(sec^2) 1185 MinTurnSpeed = 0 ; in dist/sec 1186 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1187 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1188 Appearance = FOUR_WHEELS 1189 1190 AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. 1191 DecelerationPitchLimit = 1 ; Angle limit how far chassis willdip roll deom acceleration. 1192 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1193 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1194 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1195 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1196 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1197 ForwardAccelerationPitchFactor = 0.1 ; How much acceleration will cause the front to lift, or dip for stops. 1198 LateralAccelerationRollFactor = 0.4 ; How much cornering will cause the chassis to roll. 1199 1200 End 1201 1202 ;------------------------------------------------------------------------------ 1203 Locomotor CINE_U05_HumveeLocomotor 1204 Surfaces = GROUND 1205 Speed = 300 ; in dist/sec 1206 SpeedDamaged = 120 ; in dist/sec 1207 TurnRate = 120 ; in degrees/sec 1208 TurnRateDamaged = 120 ; in degrees/sec 1209 Acceleration = 150 ; in dist/(sec^2) 1210 AccelerationDamaged = 30 ; in dist/(sec^2) 1211 Braking = 500 ; in dist/(sec^2) 1212 MinTurnSpeed = 0 ; in dist/sec 1213 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1214 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1215 Appearance = FOUR_WHEELS 1216 StickToGround = No 1217 1218 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1219 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 1220 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1221 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1222 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1223 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1224 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1225 1226 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1227 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1228 1229 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1230 CanMoveBackwards = Yes ; Can move backwards. 1231 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1232 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1233 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1234 1235 End 1236 1237 ;------------------------------------------------------------------------------ 1238 Locomotor CINE_U05_HumveeLocomotorXYZ 1239 Surfaces = GROUND 1240 Speed = 300 ; in dist/sec 1241 SpeedDamaged = 120 ; in dist/sec 1242 TurnRate = 120 ; in degrees/sec 1243 TurnRateDamaged = 120 ; in degrees/sec 1244 Acceleration = 100 ; in dist/(sec^2) 1245 AccelerationDamaged = 30 ; in dist/(sec^2) 1246 Braking = 500 ; in dist/(sec^2) 1247 MinTurnSpeed = 0 ; in dist/sec 1248 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1249 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1250 Appearance = FOUR_WHEELS 1251 StickToGround = No 1252 1253 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1254 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 1255 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1256 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1257 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1258 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1259 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1260 1261 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1262 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1263 1264 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1265 CanMoveBackwards = Yes ; Can move backwards. 1266 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1267 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1268 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1269 1270 End 1271 1272 1273 ;------------------------------------------------------------------------------ 1274 Locomotor CINE_U05_HumveeLocomotor_BRAKE 1275 Surfaces = GROUND 1276 Speed = 300 ; in dist/sec 1277 SpeedDamaged = 120 ; in dist/sec 1278 TurnRate = 120 ; in degrees/sec 1279 TurnRateDamaged = 120 ; in degrees/sec 1280 Acceleration = 150 ; in dist/(sec^2) 1281 AccelerationDamaged = 30 ; in dist/(sec^2) 1282 Braking = 50 ; in dist/(sec^2) 1283 MinTurnSpeed = 0 ; in dist/sec 1284 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1285 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1286 Appearance = FOUR_WHEELS 1287 StickToGround = No 1288 1289 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1290 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1291 PitchStiffness = 0.15 ; stiffness of the "springs" in the suspension forward & back. 1292 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1293 PitchDamping = 0.25 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1294 RollDamping = 0.25 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1295 1296 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1297 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1298 1299 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1300 CanMoveBackwards = Yes ; Can move backwards. 1301 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1302 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1303 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1304 1305 End 1306 1307 ;------------------------------------------------------------------------------ 1308 Locomotor BasicForkLiftLocomotor 1309 Surfaces = GROUND 1310 Speed = 20 ; in dist/sec 1311 SpeedDamaged = 10 ; in dist/sec 1312 TurnRate = 180 ; in degrees/sec 1313 TurnRateDamaged = 60 ; in degrees/sec 1314 Acceleration = 5 ; in dist/(sec^2) 1315 AccelerationDamaged = 30 ; in dist/(sec^2) 1316 Braking = 50 ; in dist/(sec^2) 1317 MinTurnSpeed = 40 ; in dist/sec 1318 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1319 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1320 Appearance = FOUR_WHEELS 1321 1322 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1323 DecelerationPitchLimit = 6 ; Angle limit how far chassis willdip roll deom acceleration. 1324 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1325 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1326 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1327 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1328 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1329 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1330 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1331 End 1332 1333 ;------------------------------------------------------------------------------ 1334 Locomotor BasicAmphibiousLocomotor 1335 Surfaces = GROUND WATER 1336 Speed = 40 ; in dist/sec 1337 SpeedDamaged = 30 ; in dist/sec 1338 TurnRate = 180 ; in degrees/sec 1339 TurnRateDamaged = 120 ; in degrees/sec 1340 Acceleration = 30 ; in dist/(sec^2) 1341 AccelerationDamaged = 20 ; in dist/(sec^2) 1342 Lift = 120 ; in dist/(sec^2) 1343 LiftDamaged = 80 ; in dist/(sec^2) 1344 Braking = 50 ; in dist/(sec^2) 1345 MinTurnSpeed = 0 ; in dist/sec 1346 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 1347 AllowAirborneMotiveForce = Yes 1348 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1349 Appearance = HOVER 1350 1351 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1352 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1353 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1354 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1355 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1356 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1357 Apply2DFrictionWhenAirborne = Yes 1358 AirborneTargetingHeight = 30 1359 LocomotorWorksWhenDead = No ; 1360 End 1361 1362 ;------------------------------------------------------------------------------ 1363 Locomotor SpyDroneLocomtor 1364 Surfaces = GROUND WATER 1365 Speed = 0 ; in dist/sec 1366 SpeedDamaged = 0 ; in dist/sec 1367 TurnRate = 0 ; in degrees/sec 1368 TurnRateDamaged = 0 ; in degrees/sec 1369 Acceleration = 30 ; in dist/(sec^2) 1370 AccelerationDamaged = 20 ; in dist/(sec^2) 1371 Lift = 120 ; in dist/(sec^2) 1372 LiftDamaged = 80 ; in dist/(sec^2) 1373 Braking = 50 ; in dist/(sec^2) 1374 MinTurnSpeed = 0 ; in dist/sec 1375 PreferredHeight = 90 1376 AllowAirborneMotiveForce = Yes 1377 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1378 Appearance = HOVER 1379 1380 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1381 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1382 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1383 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1384 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1385 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1386 Apply2DFrictionWhenAirborne = Yes 1387 AirborneTargetingHeight = 30 1388 LocomotorWorksWhenDead = No ; 1389 End 1390 1391 ;------------------------------------------------------------------------------ 1392 Locomotor BasicBoatLocomotor 1393 Surfaces = WATER 1394 Speed = 40 ; in dist/sec 1395 SpeedDamaged = 30 ; in dist/sec 1396 TurnRate = 30 ; in degrees/sec 1397 TurnRateDamaged = 30 ; in degrees/sec 1398 Acceleration = 30 ; in dist/(sec^2) 1399 AccelerationDamaged = 20 ; in dist/(sec^2) 1400 Lift = 120 ; in dist/(sec^2) 1401 LiftDamaged = 80 ; in dist/(sec^2) 1402 Braking = 50 ; in dist/(sec^2) 1403 MinTurnSpeed = 0 ; in dist/sec 1404 PreferredHeight = 4 ; at 1, 2, 3, the unit shakes from rounding. at 0 the SurfaceRelativeHeight flag is ignored. 1405 AllowAirborneMotiveForce = Yes 1406 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 1407 Appearance = HOVER 1408 1409 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 1410 RollStiffness = 0.95 ; stiffness of the "springs" in the suspension side to side. 1411 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1412 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1413 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 1414 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 1415 Apply2DFrictionWhenAirborne = Yes 1416 AirborneTargetingHeight = 30 1417 LocomotorWorksWhenDead = No 1418 End 1419 ;------------------------------------------------------------------------------ 1420 Locomotor RailroadGuideLocomotor 1421 Surfaces = GROUND 1422 Speed = 133 ; in dist/sec 1423 SpeedDamaged = 60 ; in dist/sec 1424 TurnRate = 120 ; in degrees/sec 1425 TurnRateDamaged = 120 ; in degrees/sec 1426 Acceleration = 9 ; in dist/(sec^2) 1427 AccelerationDamaged = 2 ; in dist/(sec^2) 1428 Braking = 5 ; in dist/(sec^2) 1429 MinTurnSpeed = 0 ; in dist/sec 1430 TurnPivotOffset = 0.0 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1431 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1432 Appearance = FOUR_WHEELS 1433 End 1434 1435 1436 ;------------------------------------------------------------------------------ 1437 Locomotor WanderCarLocomotor 1438 Surfaces = GROUND 1439 Speed = 45 ; in dist/sec 1440 SpeedDamaged = 45 ; in dist/sec 1441 TurnRate = 120 ; in degrees/sec 1442 TurnRateDamaged = 120 ; in degrees/sec 1443 Acceleration = 10 ; in dist/(sec^2) 1444 AccelerationDamaged = 10 ; in dist/(sec^2) 1445 Braking = 50 ; in dist/(sec^2) 1446 MinTurnSpeed = 15 ; in dist/sec 1447 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1448 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1449 Appearance = FOUR_WHEELS 1450 1451 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1452 DecelerationPitchLimit = 5 ; Angle limit how far chassis willdip roll deom acceleration. 1453 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1454 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1455 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1456 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1457 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1458 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1459 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1460 End 1461 1462 ;------------------------------------------------------------------------------ 1463 Locomotor PanicCarLocomotor 1464 Surfaces = GROUND 1465 Speed = 90 ; in dist/sec 1466 SpeedDamaged = 90 ; in dist/sec 1467 TurnRate = 120 ; in degrees/sec 1468 TurnRateDamaged = 120 ; in degrees/sec 1469 Acceleration = 30 ; in dist/(sec^2) 1470 AccelerationDamaged = 30 ; in dist/(sec^2) 1471 Braking = 50 ; in dist/(sec^2) 1472 MinTurnSpeed = 40 ; in dist/sec 1473 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1474 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1475 Appearance = FOUR_WHEELS 1476 1477 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1478 DecelerationPitchLimit = 6 ; Angle limit how far chassis willdip roll deom acceleration. 1479 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1480 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1481 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1482 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1483 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1484 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1485 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1486 End 1487 1488 ;------------------------------------------------------------------------------ 1489 Locomotor BasicCarSuspensionLocomotor 1490 Surfaces = GROUND 1491 Speed = 90 ; in dist/sec 1492 SpeedDamaged = 90 ; in dist/sec 1493 TurnRate = 120 ; in degrees/sec 1494 TurnRateDamaged = 120 ; in degrees/sec 1495 Acceleration = 30 ; in dist/(sec^2) 1496 AccelerationDamaged = 30 ; in dist/(sec^2) 1497 Braking = 50 ; in dist/(sec^2) 1498 MinTurnSpeed = 40 ; in dist/sec 1499 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1500 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1501 Appearance = FOUR_WHEELS 1502 1503 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1504 DecelerationPitchLimit = 6 ; Angle limit how far chassis willdip roll deom acceleration. 1505 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1506 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1507 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1508 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1509 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1510 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1511 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1512 1513 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1514 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1515 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1516 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1517 End 1518 1519 ;------------------------------------------------------------------------------ 1520 Locomotor WanderCarSuspensionLocomotor 1521 Surfaces = GROUND 1522 Speed = 45 ; in dist/sec 1523 SpeedDamaged = 45 ; in dist/sec 1524 TurnRate = 120 ; in degrees/sec 1525 TurnRateDamaged = 120 ; in degrees/sec 1526 Acceleration = 10 ; in dist/(sec^2) 1527 AccelerationDamaged = 10 ; in dist/(sec^2) 1528 Braking = 50 ; in dist/(sec^2) 1529 MinTurnSpeed = 15 ; in dist/sec 1530 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1531 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1532 Appearance = FOUR_WHEELS 1533 1534 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1535 DecelerationPitchLimit = 5 ; Angle limit how far chassis willdip roll deom acceleration. 1536 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1537 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1538 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1539 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1540 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1541 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1542 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1543 1544 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1545 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1546 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1547 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1548 End 1549 1550 ;------------------------------------------------------------------------------ 1551 Locomotor PanicCarSuspensionLocomotor 1552 Surfaces = GROUND 1553 Speed = 90 ; in dist/sec 1554 SpeedDamaged = 90 ; in dist/sec 1555 TurnRate = 120 ; in degrees/sec 1556 TurnRateDamaged = 120 ; in degrees/sec 1557 Acceleration = 30 ; in dist/(sec^2) 1558 AccelerationDamaged = 30 ; in dist/(sec^2) 1559 Braking = 50 ; in dist/(sec^2) 1560 MinTurnSpeed = 40 ; in dist/sec 1561 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1562 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1563 Appearance = FOUR_WHEELS 1564 1565 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 1566 DecelerationPitchLimit = 6 ; Angle limit how far chassis willdip roll deom acceleration. 1567 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1568 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 1569 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 1570 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1571 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1572 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 1573 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1574 1575 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1576 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1577 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1578 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1579 End 1580 1581 ;------------------------------------------------------------------------------ 1582 Locomotor RocketBuggyLocomotor 1583 Surfaces = GROUND 1584 Speed = 90 ; in dist/sec 1585 SpeedDamaged = 80 ; in dist/sec 1586 TurnRate = 180 ; in degrees/sec 1587 TurnRateDamaged = 180 ; in degrees/sec 1588 Acceleration = 90 ; in dist/(sec^2) 1589 AccelerationDamaged = 80 ; in dist/(sec^2) 1590 Braking = 50 ; in dist/(sec^2) 1591 MinTurnSpeed = 20 ; in dist/sec 1592 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1593 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1594 Appearance = FOUR_WHEELS 1595 1596 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1597 DecelerationPitchLimit = 5 ; Angle limit how far chassis willdip roll deom acceleration. 1598 BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1599 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1600 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1601 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1602 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1603 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1604 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1605 1606 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1607 CanMoveBackwards = Yes ; Can move backwards. 1608 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1609 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1610 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1611 End 1612 1613 ;------------------------------------------------------------------------------ 1614 Locomotor CombatBikeGroundLocomotor 1615 Surfaces = GROUND RUBBLE 1616 Speed = 120 ; in dist/sec 1617 SpeedDamaged = 90 ; in dist/sec 1618 TurnRate = 120 ; in degrees/sec 1619 TurnRateDamaged = 120 ; in degrees/sec 1620 Acceleration = 90 ; in dist/(sec^2) 1621 AccelerationDamaged = 80 ; in dist/(sec^2) 1622 Braking = 60 ; in dist/(sec^2) 1623 MinTurnSpeed = 20 ; in dist/sec 1624 TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1625 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1626 Appearance = MOTORCYCLE 1627 UniformAxialDamping = 0.9 1628 1629 AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. 1630 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 1631 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1632 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1633 RollStiffness = 0.000 ; stiffness of the "springs" in the suspension side to side. 1634 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1635 RollDamping = 0.05 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1636 ForwardAccelerationPitchFactor = 0.4 ; How much acceleration will cause the front to lift, or dip for stops. 1637 LateralAccelerationRollFactor = 0.6 ; How much cornering will cause the chassis to roll. 1638 1639 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1640 CanMoveBackwards = No ; Can move backwards. 1641 MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. 1642 MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. 1643 FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. 1644 End 1645 1646 ;------------------------------------------------------------------------------ 1647 Locomotor CombatBikeCliffLocomotor 1648 Surfaces = CLIFF 1649 Speed = 120 ; in dist/sec 1650 SpeedDamaged = 90 ; in dist/sec 1651 TurnRate = 120 ; in degrees/sec 1652 TurnRateDamaged = 120 ; in degrees/sec 1653 Acceleration = 90 ; in dist/(sec^2) 1654 AccelerationDamaged = 80 ; in dist/(sec^2) 1655 Braking = 60 ; in dist/(sec^2) 1656 MinTurnSpeed = 20 ; in dist/sec 1657 TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1658 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1659 Appearance = MOTORCYCLE 1660 UniformAxialDamping = 0.9 1661 1662 AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. 1663 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 1664 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1665 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1666 RollStiffness = 0.000 ; stiffness of the "springs" in the suspension side to side. 1667 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1668 RollDamping = 0.05 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1669 ForwardAccelerationPitchFactor = 0.4 ; How much acceleration will cause the front to lift, or dip for stops. 1670 LateralAccelerationRollFactor = 0.6 ; How much cornering will cause the chassis to roll. 1671 1672 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1673 CanMoveBackwards = No ; Can move backwards. 1674 MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. 1675 MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. 1676 FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. 1677 End 1678 1679 ;------------------------------------------------------------------------------ 1680 Locomotor CombatBikeTerroristGroundLocomotor ;25% slower 1681 Surfaces = GROUND RUBBLE 1682 Speed = 90 ; in dist/sec 1683 SpeedDamaged = 68 ; in dist/sec 1684 TurnRate = 120 ; in degrees/sec 1685 TurnRateDamaged = 120 ; in degrees/sec 1686 Acceleration = 68 ; in dist/(sec^2) 1687 AccelerationDamaged = 60 ; in dist/(sec^2) 1688 Braking = 60 ; in dist/(sec^2) 1689 MinTurnSpeed = 20 ; in dist/sec 1690 TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1691 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1692 Appearance = MOTORCYCLE 1693 UniformAxialDamping = 0.9 1694 1695 AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. 1696 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 1697 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1698 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1699 RollStiffness = 0.000 ; stiffness of the "springs" in the suspension side to side. 1700 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1701 RollDamping = 0.05 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1702 ForwardAccelerationPitchFactor = 0.4 ; How much acceleration will cause the front to lift, or dip for stops. 1703 LateralAccelerationRollFactor = 0.6 ; How much cornering will cause the chassis to roll. 1704 1705 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1706 CanMoveBackwards = No ; Can move backwards. 1707 MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. 1708 MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. 1709 FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. 1710 End 1711 1712 ;------------------------------------------------------------------------------ 1713 Locomotor CombatBikeTerroristCliffLocomotor 1714 Surfaces = CLIFF 1715 Speed = 60 ; in dist/sec 1716 SpeedDamaged = 45 ; in dist/sec 1717 TurnRate = 120 ; in degrees/sec 1718 TurnRateDamaged = 120 ; in degrees/sec 1719 Acceleration = 50 ; in dist/(sec^2) 1720 AccelerationDamaged = 40 ; in dist/(sec^2) 1721 Braking = 60 ; in dist/(sec^2) 1722 MinTurnSpeed = 20 ; in dist/sec 1723 TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1724 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1725 Appearance = MOTORCYCLE 1726 UniformAxialDamping = 0.9 1727 1728 AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. 1729 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 1730 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1731 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1732 RollStiffness = 0.000 ; stiffness of the "springs" in the suspension side to side. 1733 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1734 RollDamping = 0.05 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1735 ForwardAccelerationPitchFactor = 0.4 ; How much acceleration will cause the front to lift, or dip for stops. 1736 LateralAccelerationRollFactor = 0.6 ; How much cornering will cause the chassis to roll. 1737 1738 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1739 CanMoveBackwards = No ; Can move backwards. 1740 MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. 1741 MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. 1742 FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. 1743 End 1744 1745 ;------------------------------------------------------------------------------ 1746 ;************************* Cinematic-only unit ******************************** 1747 Locomotor CINE_CombatBikeGroundLocomotor 1748 Surfaces = GROUND RUBBLE 1749 Speed = 120 ; in dist/sec 1750 SpeedDamaged = 90 ; in dist/sec 1751 TurnRate = 120 ; in degrees/sec 1752 TurnRateDamaged = 120 ; in degrees/sec 1753 Acceleration = 90 ; in dist/(sec^2) 1754 AccelerationDamaged = 80 ; in dist/(sec^2) 1755 Braking = 60 ; in dist/(sec^2) 1756 MinTurnSpeed = 20 ; in dist/sec 1757 TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1758 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1759 Appearance = MOTORCYCLE 1760 UniformAxialDamping = 0.9 1761 1762 AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. 1763 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 1764 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1765 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1766 RollStiffness = 0.000 ; stiffness of the "springs" in the suspension side to side. 1767 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1768 RollDamping = 0.05 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1769 ForwardAccelerationPitchFactor = 0.4 ; How much acceleration will cause the front to lift, or dip for stops. 1770 LateralAccelerationRollFactor = 0.6 ; How much cornering will cause the chassis to roll. 1771 1772 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1773 CanMoveBackwards = No ; Can move backwards. 1774 MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. 1775 MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. 1776 FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. 1777 End 1778 1779 ;------------------------------------------------------------------------------ 1780 ;************************* Cinematic-only unit ******************************** 1781 Locomotor CINE_CombatBikeCliffLocomotor 1782 Surfaces = CLIFF 1783 Speed = 120 ; in dist/sec 1784 SpeedDamaged = 90 ; in dist/sec 1785 TurnRate = 120 ; in degrees/sec 1786 TurnRateDamaged = 120 ; in degrees/sec 1787 Acceleration = 90 ; in dist/(sec^2) 1788 AccelerationDamaged = 80 ; in dist/(sec^2) 1789 Braking = 60 ; in dist/(sec^2) 1790 MinTurnSpeed = 20 ; in dist/sec 1791 TurnPivotOffset = -0.60 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1792 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1793 Appearance = MOTORCYCLE 1794 UniformAxialDamping = 0.9 1795 1796 AccelerationPitchLimit = 20 ; Angle limit how far chassis will lift or roll from acceleration. 1797 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 1798 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1799 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 1800 RollStiffness = 0.000 ; stiffness of the "springs" in the suspension side to side. 1801 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1802 RollDamping = 0.05 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1803 ForwardAccelerationPitchFactor = 0.4 ; How much acceleration will cause the front to lift, or dip for stops. 1804 LateralAccelerationRollFactor = 0.6 ; How much cornering will cause the chassis to roll. 1805 1806 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1807 CanMoveBackwards = No ; Can move backwards. 1808 MaximumWheelExtension = -1.8 ; Maximum distance the wheels will drop on the model. 1809 MaximumWheelCompression = 2.4 ; Maximum distance the wheel will move up into the chassis. 1810 FrontWheelTurnAngle = 1 ; How many degrees the front wheels can turn. 1811 End 1812 1813 1814 ;------------------------------------------------------------------------------ 1815 ;************************* Cinematic-only unit ******************************** 1816 Locomotor CINE_RocketBuggyLocomotor 1817 Surfaces = GROUND 1818 Speed = 90 ; in dist/sec 1819 SpeedDamaged = 80 ; in dist/sec 1820 TurnRate = 180 ; in degrees/sec 1821 TurnRateDamaged = 180 ; in degrees/sec 1822 Acceleration = 90 ; in dist/(sec^2) 1823 AccelerationDamaged = 80 ; in dist/(sec^2) 1824 Braking = 50 ; in dist/(sec^2) 1825 MinTurnSpeed = 20 ; in dist/sec 1826 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1827 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1828 Appearance = FOUR_WHEELS 1829 1830 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 1831 DecelerationPitchLimit = 5 ; Angle limit how far chassis willdip roll deom acceleration. 1832 BounceAmount = 200 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1833 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 1834 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1835 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1836 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1837 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1838 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1839 1840 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1841 CanMoveBackwards = Yes ; Can move backwards. 1842 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 1843 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 1844 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1845 End 1846 1847 ;------------------------------------------------------------------------------ 1848 Locomotor HumveeLocomotor 1849 Surfaces = GROUND 1850 Speed = 60 ; in dist/sec 1851 SpeedDamaged = 30 ; in dist/sec 1852 TurnRate = 180 ;120 ; in degrees/sec 1853 TurnRateDamaged = 180 ;120 ; in degrees/sec 1854 Acceleration = 1000 ;60 ; in dist/(sec^2) 1855 AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) 1856 Braking = 1000 ;60 ; in dist/(sec^2) 1857 MinTurnSpeed = 20 ; in dist/sec 1858 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1859 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1860 Appearance = FOUR_WHEELS 1861 StickToGround = No 1862 1863 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1864 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 1865 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1866 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1867 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1868 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1869 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1870 1871 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1872 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1873 1874 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1875 CanMoveBackwards = Yes ; Can move backwards. 1876 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1877 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1878 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1879 1880 End 1881 1882 ;------------------------------------------------------------------------------ 1883 Locomotor AvengerLocomotor 1884 Surfaces = GROUND 1885 Speed = 30 ; in dist/sec 1886 SpeedDamaged = 20 ; in dist/sec 1887 TurnRate = 180 ;120 ; in degrees/sec 1888 TurnRateDamaged = 180 ;120 ; in degrees/sec 1889 Acceleration = 1000 ;60 ; in dist/(sec^2) 1890 AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) 1891 Braking = 1000 ;60 ; in dist/(sec^2) 1892 MinTurnSpeed = 20 ; in dist/sec 1893 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1894 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1895 Appearance = FOUR_WHEELS 1896 StickToGround = No 1897 1898 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1899 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 1900 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1901 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1902 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1903 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1904 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1905 1906 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1907 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1908 1909 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1910 CanMoveBackwards = Yes ; Can move backwards. 1911 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1912 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1913 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1914 1915 End 1916 1917 ;------------------------------------------------------------------------------ 1918 ;***************************** Cinematic-Only unit **************************** 1919 Locomotor CINE_USAHumveeLocomotor 1920 Surfaces = GROUND 1921 Speed = 60 ; in dist/sec 1922 SpeedDamaged = 30 ; in dist/sec 1923 TurnRate = 180 ;120 ; in degrees/sec 1924 TurnRateDamaged = 180 ;120 ; in degrees/sec 1925 Acceleration = 1000 ;60 ; in dist/(sec^2) 1926 AccelerationDamaged = 1000 ;60 ; in dist/(sec^2) 1927 Braking = 1000 ;60 ; in dist/(sec^2) 1928 MinTurnSpeed = 20 ; in dist/sec 1929 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1930 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1931 Appearance = FOUR_WHEELS 1932 StickToGround = No 1933 1934 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 1935 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 1936 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1937 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1938 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1939 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1940 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1941 1942 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 1943 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 1944 1945 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1946 CanMoveBackwards = Yes ; Can move backwards. 1947 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 1948 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 1949 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1950 1951 End 1952 1953 ;------------------------------------------------------------------------------ 1954 ;*************************Required For GLA02 INTRO***************************** 1955 Locomotor CINE_ConvoyTruckLocomotor 1956 Surfaces = GROUND 1957 Speed = 25 ; in dist/sec 1958 SpeedDamaged = 25 ; in dist/sec 1959 TurnRate = 60 ; in degrees/sec 1960 TurnRateDamaged = 60 ; in degrees/sec 1961 Acceleration = 10 ; in dist/(sec^2) 1962 AccelerationDamaged = 10 ; in dist/(sec^2) 1963 Braking = 50 ; in dist/(sec^2) 1964 MinTurnSpeed = 0 ; in dist/sec 1965 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1966 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1967 Appearance = FOUR_WHEELS 1968 1969 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 1970 DecelerationPitchLimit = 4 ; Angle limit howdip will deft or roll from acceleration. 1971 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 1972 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 1973 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 1974 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1975 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 1976 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 1977 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 1978 1979 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 1980 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 1981 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 1982 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 1983 1984 End 1985 1986 ;------------------------------------------------------------------------------ 1987 Locomotor RadarVanLocomotor 1988 Surfaces = GROUND 1989 Speed = 40 ; in dist/sec 1990 SpeedDamaged = 30 ; in dist/sec 1991 TurnRate = 180 ; in degrees/sec 1992 TurnRateDamaged = 180 ; in degrees/sec 1993 Acceleration = 50 ; in dist/(sec^2) 1994 AccelerationDamaged = 50 ; in dist/(sec^2) 1995 Braking = 50 ; in dist/(sec^2) 1996 MinTurnSpeed = 20 ; in dist/sec 1997 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 1998 ZAxisBehavior = NO_Z_MOTIVE_FORCE 1999 Appearance = FOUR_WHEELS 2000 2001 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 2002 DecelerationPitchLimit = 3 ; Angle limit how far chassis willdip roll deom acceleration. 2003 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2004 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 2005 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 2006 PitchDamping = 0.2 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2007 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2008 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 2009 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2010 2011 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2012 MaximumWheelExtension = -1.5 ; Maximum distance the wheels will drop on the model. 2013 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 2014 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 2015 End 2016 2017 ;------------------------------------------------------------------------------ 2018 Locomotor ToxinTruckLocomotor 2019 Surfaces = GROUND 2020 Speed = 30 ; in dist/sec 2021 SpeedDamaged = 20 ; in dist/sec 2022 TurnRate = 180 ; in degrees/sec 2023 TurnRateDamaged = 180 ; in degrees/sec 2024 Acceleration = 100 ;50 ; in dist/(sec^2) 2025 AccelerationDamaged = 100 ;50 ; in dist/(sec^2) 2026 Braking = 100 ;50 ; in dist/(sec^2) 2027 MinTurnSpeed = 20 ; in dist/sec 2028 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2029 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2030 Appearance = FOUR_WHEELS 2031 2032 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 2033 DecelerationPitchLimit = 3 ; Angle limit how far chassis willdip roll deom acceleration. 2034 BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2035 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 2036 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 2037 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2038 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2039 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 2040 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2041 2042 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2043 MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. 2044 MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. 2045 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 2046 End 2047 2048 ;------------------------------------------------------------------------------ 2049 Locomotor QuadCannonLocomotor 2050 Surfaces = GROUND 2051 Speed = 40 ; in dist/sec 2052 SpeedDamaged = 25 ; in dist/sec 2053 TurnRate = 180 ;90 ; in degrees/sec 2054 TurnRateDamaged = 180 ;60 ; in degrees/sec 2055 Acceleration = 1000 ;240 ; in dist/(sec^2) 2056 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 2057 Braking = 1000 ;50 ; in dist/(sec^2) 2058 MinTurnSpeed = 15 ; in dist/sec 2059 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2060 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2061 Appearance = FOUR_WHEELS 2062 ;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2063 2064 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 2065 DecelerationPitchLimit = 3 ; Angle limit how far chassis willdip roll deom acceleration. 2066 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2067 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 2068 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 2069 PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2070 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2071 ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops. 2072 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2073 2074 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2075 MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. 2076 MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. 2077 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 2078 2079 End 2080 2081 ;------------------------------------------------------------------------------ 2082 Locomotor TechnicalLocomotor 2083 Surfaces = GROUND 2084 Speed = 90 ; in dist/sec 2085 SpeedDamaged = 80 ; in dist/sec 2086 TurnRate = 180 ; in degrees/sec 2087 TurnRateDamaged = 180 ; in degrees/sec 2088 Acceleration = 100 ;90 ; in dist/(sec^2) 2089 AccelerationDamaged = 100 ;80 ; in dist/(sec^2) 2090 Braking = 50 ; in dist/(sec^2) 2091 MinTurnSpeed = 20 ; in dist/sec 2092 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2093 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2094 Appearance = FOUR_WHEELS 2095 ;TurnPivotOffset = 0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 2096 2097 AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. 2098 DecelerationPitchLimit = 6.0 ; Angle limit how far chassis wildip roll deom acceleration. 2099 BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 2100 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2101 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 2102 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2103 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2104 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 2105 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2106 2107 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 2108 CanMoveBackwards = Yes ; Can move backwards. 2109 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 2110 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 2111 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 2112 2113 CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success 2114 ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success 2115 End 2116 2117 ;------------------------------------------------------------------------------ 2118 Locomotor ComancheLocomotor 2119 Surfaces = AIR 2120 Speed = 120 ; in dist/sec 2121 SpeedDamaged = 120 ; in dist/sec 2122 TurnRate = 180 ; in degrees/sec 2123 TurnRateDamaged = 180 ; in degrees/sec 2124 Acceleration = 60 ; in dist/(sec^2) 2125 AccelerationDamaged = 60 ; in dist/(sec^2) 2126 Lift = 120 ; in dist/(sec^2) 2127 LiftDamaged = 80 ; in dist/(sec^2) 2128 Braking = 240 ; in dist/(sec^2) 2129 MinTurnSpeed = 0 ; in dist/sec 2130 PreferredHeight = 100 2131 AllowAirborneMotiveForce = Yes 2132 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2133 Appearance = HOVER 2134 2135 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2136 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2137 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2138 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2139 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2140 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2141 Apply2DFrictionWhenAirborne = Yes 2142 AirborneTargetingHeight = 30 2143 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 2144 End 2145 2146 ;------------------------------------------------------------------------------ 2147 Locomotor CINE_USA08_ComancheLocomotor 2148 Surfaces = AIR 2149 Speed = 120 ; in dist/sec 2150 SpeedDamaged = 120 ; in dist/sec 2151 TurnRate = 180 ; in degrees/sec 2152 TurnRateDamaged = 180 ; in degrees/sec 2153 Acceleration = 60 ; in dist/(sec^2) 2154 AccelerationDamaged = 60 ; in dist/(sec^2) 2155 Lift = 120 ; in dist/(sec^2) 2156 LiftDamaged = 80 ; in dist/(sec^2) 2157 Braking = 240 ; in dist/(sec^2) 2158 MinTurnSpeed = 0 ; in dist/sec 2159 PreferredHeight = 75 2160 AllowAirborneMotiveForce = Yes 2161 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2162 Appearance = HOVER 2163 2164 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2165 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2166 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2167 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2168 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2169 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2170 Apply2DFrictionWhenAirborne = Yes 2171 AirborneTargetingHeight = 30 2172 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 2173 End 2174 2175 ;------------------------------------------------------------------------------ 2176 Locomotor BasicHelicopterTaxiLocomotor 2177 ; contrary to reality, helis need to be able to taxi (out of a hangar, at least) 2178 Surfaces = GROUND 2179 Speed = 30 ; in dist/sec 2180 SpeedDamaged = 30 ; in dist/sec 2181 TurnRate = 90 ; in degrees/sec 2182 TurnRateDamaged = 60 ; in degrees/sec 2183 Acceleration = 30 ; in dist/(sec^2) 2184 AccelerationDamaged = 8 ; in dist/(sec^2) 2185 Braking = 50 ; in dist/(sec^2) 2186 MinTurnSpeed = 0 ; in dist/sec 2187 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2188 Appearance = TREADS ; so we can turn in place... 2189 End 2190 2191 ;------------------------------------------------------------------------------ 2192 Locomotor A10ThunderboltLocomotor 2193 Surfaces = AIR 2194 Speed = 120 ;55 ; in dist/sec 2195 SpeedDamaged = 120 ;40 ; in dist/sec 2196 MinSpeed = 45 ; in dist/sec 2197 TurnRate = 200 ; in degrees/sec 2198 TurnRateDamaged = 90 ; in degrees/sec 2199 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2200 Acceleration = 80 ; in dist/(sec^2) 2201 AccelerationDamaged = 50 ; in dist/(sec^2) 2202 Lift = 120 ; in dist/(sec^2) 2203 LiftDamaged = 80 ; in dist/(sec^2) 2204 Braking = 10 ; in dist/(sec^2) 2205 MinTurnSpeed = 70 ; in dist/sec 2206 PreferredHeight = 150 2207 AllowAirborneMotiveForce = Yes 2208 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2209 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2210 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 2211 Appearance = WINGS 2212 2213 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2214 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2215 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2216 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2217 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2218 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2219 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2220 Apply2DFrictionWhenAirborne = Yes 2221 AirborneTargetingHeight = 30 2222 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2223 End 2224 2225 ;------------------------------------------------------------------------------ 2226 Locomotor ChinookLocomotor 2227 Surfaces = AIR 2228 Speed = 150 ; in dist/sec 2229 SpeedDamaged = 60 ; in dist/sec 2230 TurnRate = 180 ; in degrees/sec 2231 TurnRateDamaged = 90 ; in degrees/sec 2232 Acceleration = 60 ; in dist/(sec^2) 2233 AccelerationDamaged = 30 ; in dist/(sec^2) 2234 Lift = 120 ; in dist/(sec^2) 2235 LiftDamaged = 80 ; in dist/(sec^2) 2236 Braking = 100 ; in dist/(sec^2) 2237 MinTurnSpeed = 0 ; in dist/sec 2238 PreferredHeight = 100 2239 AllowAirborneMotiveForce = Yes 2240 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2241 Appearance = HOVER 2242 2243 ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows 2244 ; us to "slide into place" (rather than turning) when we get close to our destination. 2245 ; the magnitude is basically the number of msec it would take us to reach the dest 2246 ; at our max speed; if we're under this threshold, we just slide into place... 2247 SlideIntoPlaceTime = 100 2248 2249 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2250 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2251 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2252 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2253 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 2254 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2255 Apply2DFrictionWhenAirborne = Yes 2256 AirborneTargetingHeight = 30 2257 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 2258 End 2259 2260 ;------------------------------------------------------------------------------ 2261 Locomotor ArrowLocomotor 2262 Surfaces = AIR 2263 Speed = 60 ; in dist/sec 2264 SpeedDamaged = 60 ; in dist/sec 2265 TurnRate = 90 ; in degrees/sec 2266 TurnRateDamaged = 90 ; in degrees/sec 2267 Acceleration = 30 ; in dist/(sec^2) 2268 AccelerationDamaged = 30 ; in dist/(sec^2) 2269 Lift = 80 ; in dist/(sec^2) 2270 LiftDamaged = 80 ; in dist/(sec^2) 2271 Braking = 50 ; in dist/(sec^2) 2272 MinTurnSpeed = 0 ; in dist/sec 2273 PreferredHeight = 25 2274 PreferredHeightDamping = 1.0 2275 AllowAirborneMotiveForce = Yes 2276 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2277 Appearance = HOVER 2278 2279 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2280 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2281 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2282 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2283 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2284 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2285 Apply2DFrictionWhenAirborne = Yes 2286 AirborneTargetingHeight = 20 2287 End 2288 2289 ;------------------------------------------------------------------------------ 2290 Locomotor B52Locomotor 2291 Surfaces = AIR 2292 Speed = 125 ;100 ; in dist/sec 2293 SpeedDamaged = 75 ; in dist/sec 2294 MinSpeed = 60 ; in dist/sec 2295 TurnRate = 25 ; in degrees/sec 2296 TurnRateDamaged = 10 ; in degrees/sec 2297 Acceleration = 60 ; in dist/(sec^2) 2298 AccelerationDamaged = 30 ; in dist/(sec^2) 2299 Lift = 120 ; in dist/(sec^2) 2300 LiftDamaged = 80 ; in dist/(sec^2) 2301 Braking = 20 ; in dist/(sec^2) 2302 MinTurnSpeed = 10 ; in dist/sec 2303 PreferredHeight = 100 2304 AllowAirborneMotiveForce = Yes 2305 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2306 Appearance = WINGS 2307 2308 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2309 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2310 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2311 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2312 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2313 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2314 Apply2DFrictionWhenAirborne = Yes 2315 AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' 2316 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 2317 End 2318 2319 ;------------------------------------------------------------------------------ 2320 Locomotor CINE_U04_B52Locomotor_HIGH 2321 Surfaces = AIR 2322 Speed = 125 ;100 ; in dist/sec 2323 SpeedDamaged = 125 ; in dist/sec 2324 MinSpeed = 60 ; in dist/sec 2325 TurnRate = 25 ; in degrees/sec 2326 TurnRateDamaged = 25 ; in degrees/sec 2327 Acceleration = 60 ; in dist/(sec^2) 2328 AccelerationDamaged = 60 ; in dist/(sec^2) 2329 Lift = 120 ; in dist/(sec^2) 2330 LiftDamaged = 120 ; in dist/(sec^2) 2331 Braking = 20 ; in dist/(sec^2) 2332 MinTurnSpeed = 10 ; in dist/sec 2333 PreferredHeight = 500 2334 AllowAirborneMotiveForce = Yes 2335 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2336 Appearance = WINGS 2337 2338 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2339 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2340 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2341 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2342 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2343 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2344 Apply2DFrictionWhenAirborne = Yes 2345 AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' 2346 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 2347 End 2348 2349 ;------------------------------------------------------------------------------ 2350 Locomotor CINE_U04_B52Locomotor_MEDIUM 2351 Surfaces = AIR 2352 Speed = 125 ;100 ; in dist/sec 2353 SpeedDamaged = 125 ; in dist/sec 2354 MinSpeed = 60 ; in dist/sec 2355 TurnRate = 25 ; in degrees/sec 2356 TurnRateDamaged = 25 ; in degrees/sec 2357 Acceleration = 60 ; in dist/(sec^2) 2358 AccelerationDamaged = 60 ; in dist/(sec^2) 2359 Lift = 120 ; in dist/(sec^2) 2360 LiftDamaged = 120 ; in dist/(sec^2) 2361 Braking = 20 ; in dist/(sec^2) 2362 MinTurnSpeed = 10 ; in dist/sec 2363 PreferredHeight = 400 2364 AllowAirborneMotiveForce = Yes 2365 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2366 Appearance = WINGS 2367 2368 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2369 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2370 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2371 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2372 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2373 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2374 Apply2DFrictionWhenAirborne = Yes 2375 AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' 2376 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 2377 End 2378 2379 ;------------------------------------------------------------------------------ 2380 Locomotor CINE_U04_B52Locomotor_LOW 2381 Surfaces = AIR 2382 Speed = 125 ;100 ; in dist/sec 2383 SpeedDamaged = 125 ; in dist/sec 2384 MinSpeed = 60 ; in dist/sec 2385 TurnRate = 25 ; in degrees/sec 2386 TurnRateDamaged = 25 ; in degrees/sec 2387 Acceleration = 60 ; in dist/(sec^2) 2388 AccelerationDamaged = 60 ; in dist/(sec^2) 2389 Lift = 120 ; in dist/(sec^2) 2390 LiftDamaged = 120 ; in dist/(sec^2) 2391 Braking = 20 ; in dist/(sec^2) 2392 MinTurnSpeed = 10 ; in dist/sec 2393 PreferredHeight = 300 2394 AllowAirborneMotiveForce = Yes 2395 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2396 Appearance = WINGS 2397 2398 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2399 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2400 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2401 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2402 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2403 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2404 Apply2DFrictionWhenAirborne = Yes 2405 AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' 2406 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 2407 End 2408 2409 ;------------------------------------------------------------------------------ 2410 Locomotor SpectreGunshipOrbitLocomotor 2411 Surfaces = AIR 2412 Speed = 120 ; in dist/sec 2413 SpeedDamaged = 90 ; in dist/sec 2414 MinSpeed = 60 ; in dist/sec 2415 TurnRate = 50 ; in degrees/sec 2416 TurnRateDamaged = 50 ; in degrees/sec 2417 Acceleration = 90 ; in dist/(sec^2) 2418 AccelerationDamaged = 90 ; in dist/(sec^2) 2419 Lift = 180 ; in dist/(sec^2) 2420 LiftDamaged = 180 ; in dist/(sec^2) 2421 Braking = 20 ; in dist/(sec^2) 2422 MinTurnSpeed = 10 ; in dist/sec 2423 PreferredHeight = 130 2424 AllowAirborneMotiveForce = Yes 2425 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2426 Appearance = WINGS 2427 2428 AccelerationPitchLimit = 30.0 ; Angle limit how far chassis will lift or roll from acceleration. 2429 DecelerationPitchLimit = 30.0 ; Angle limit how far chassis widip roll deom acceleration. 2430 2431 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2432 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2433 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2434 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2435 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2436 LateralVelocityRollFactor = 2.0 ; How much cornering will cause the chassis to roll. 2437 Apply2DFrictionWhenAirborne = Yes 2438 AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' 2439 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 2440 End 2441 2442 ;------------------------------------------------------------------------------ 2443 Locomotor SpectreGunshipTransitLocomotor 2444 Surfaces = AIR 2445 Speed = 290 ; in dist/sec 2446 SpeedDamaged = 200 ; in dist/sec 2447 MinSpeed = 60 ; in dist/sec 2448 TurnRate = 50 ; in degrees/sec 2449 TurnRateDamaged = 50 ; in degrees/sec 2450 Acceleration = 90 ; in dist/(sec^2) 2451 AccelerationDamaged = 90 ; in dist/(sec^2) 2452 Lift = 180 ; in dist/(sec^2) 2453 LiftDamaged = 180 ; in dist/(sec^2) 2454 Braking = 20 ; in dist/(sec^2) 2455 MinTurnSpeed = 10 ; in dist/sec 2456 PreferredHeight = 130 2457 AllowAirborneMotiveForce = Yes 2458 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2459 Appearance = WINGS 2460 2461 AccelerationPitchLimit = 30.0 ; Angle limit how far chassis will lift or roll from acceleration. 2462 DecelerationPitchLimit = 30.0 ; Angle limit how far chassis widip roll deom acceleration. 2463 2464 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 2465 RollStiffness = 0.2 ; stiffness of the "springs" in the suspension side to side. 2466 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2467 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2468 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2469 LateralVelocityRollFactor = 6.3 ; How much cornering will cause the chassis to roll. 2470 Apply2DFrictionWhenAirborne = Yes 2471 AirborneTargetingHeight = 30 ; How high do I have to be before I get targeted as 'airborne' 2472 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 2473 End 2474 2475 ;------------------------------------------------------------------------------ 2476 Locomotor CINE_USA08_B52Locomotor 2477 Surfaces = AIR 2478 Speed = 125 ;100 ; in dist/sec 2479 SpeedDamaged = 75 ; in dist/sec 2480 MinSpeed = 60 ; in dist/sec 2481 TurnRate = 25 ; in degrees/sec 2482 TurnRateDamaged = 10 ; in degrees/sec 2483 Acceleration = 60 ; in dist/(sec^2) 2484 AccelerationDamaged = 30 ; in dist/(sec^2) 2485 Lift = 120 ; in dist/(sec^2) 2486 LiftDamaged = 80 ; in dist/(sec^2) 2487 Braking = 20 ; in dist/(sec^2) 2488 MinTurnSpeed = 10 ; in dist/sec 2489 PreferredHeight = 75 2490 AllowAirborneMotiveForce = Yes 2491 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2492 Appearance = WINGS 2493 2494 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2495 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2496 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2497 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2498 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2499 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2500 Apply2DFrictionWhenAirborne = Yes 2501 AirborneTargetingHeight = 30 2502 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 2503 End 2504 2505 ;------------------------------------------------------------------------------ 2506 Locomotor MIGLocomotor 2507 Surfaces = AIR 2508 Speed = 160 2509 SpeedDamaged = 160 2510 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2511 MinSpeed = 60 2512 TurnRate = 120 2513 TurnRateDamaged = 90 2514 Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) 2515 AccelerationDamaged = 30 2516 Lift = 120 2517 LiftDamaged = 80 2518 Braking = 10 2519 MinTurnSpeed = 150 2520 PreferredHeight = 100 2521 AllowAirborneMotiveForce = Yes 2522 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2523 CirclingRadius = 100 2524 Appearance = WINGS 2525 2526 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2527 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2528 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2529 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2530 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2531 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2532 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2533 Apply2DFrictionWhenAirborne = Yes 2534 AirborneTargetingHeight = 30 2535 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2536 End 2537 2538 ;------------------------------------------------------------------------------ 2539 Locomotor CINE_CruiseMissile 2540 Surfaces = AIR 2541 Speed = 300 2542 SpeedDamaged = 300 2543 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2544 MinSpeed = 300 2545 TurnRate = 300 2546 TurnRateDamaged = 300 2547 Acceleration = 300 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) 2548 AccelerationDamaged = 30 2549 Lift = 120 2550 LiftDamaged = 80 2551 Braking = 10 2552 MinTurnSpeed = 300 2553 PreferredHeight = 200 2554 AllowAirborneMotiveForce = Yes 2555 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2556 CirclingRadius = 100 2557 Appearance = WINGS 2558 2559 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2560 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2561 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2562 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2563 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2564 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2565 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2566 Apply2DFrictionWhenAirborne = Yes 2567 AirborneTargetingHeight = 30 2568 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2569 End 2570 2571 ;------------------------------------------------------------------------------ 2572 Locomotor ParachuteLocomotor 2573 Surfaces = AIR 2574 Speed = 60 ; in dist/sec 2575 SpeedDamaged = 60 ; in dist/sec 2576 TurnRate = 120 ; in degrees/sec 2577 TurnRateDamaged = 90 ; in degrees/sec 2578 Acceleration = 60 ; in dist/(sec^2) 2579 AccelerationDamaged = 60 ; in dist/(sec^2) 2580 Lift = 100 ; in dist/(sec^2) 2581 LiftDamaged = 10 ; in dist/(sec^2) 2582 Braking = 100 ; in dist/(sec^2) 2583 MinTurnSpeed = 0 ; in dist/sec 2584 PreferredHeight = -1 ; nonzero, so we go as low as possible 2585 SpeedLimitZ = 15 ; max speed we want to try to fall 2586 AllowAirborneMotiveForce = Yes 2587 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2588 Appearance = HOVER 2589 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 2590 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 2591 PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2592 RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2593 Apply2DFrictionWhenAirborne = Yes 2594 Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) 2595 AirborneTargetingHeight = 30 2596 CloseEnoughDist = 50 2597 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back 2598 End 2599 2600 ;------------------------------------------------------------------------------ 2601 Locomotor CINE_U04_ParachuteLocomotor 2602 Surfaces = AIR 2603 Speed = 60 ; in dist/sec 2604 SpeedDamaged = 60 ; in dist/sec 2605 TurnRate = 120 ; in degrees/sec 2606 TurnRateDamaged = 90 ; in degrees/sec 2607 Acceleration = 60 ; in dist/(sec^2) 2608 AccelerationDamaged = 60 ; in dist/(sec^2) 2609 Lift = 100 ; in dist/(sec^2) 2610 LiftDamaged = 10 ; in dist/(sec^2) 2611 Braking = 100 ; in dist/(sec^2) 2612 MinTurnSpeed = 0 ; in dist/sec 2613 PreferredHeight = -1 ; nonzero, so we go as low as possible 2614 SpeedLimitZ = 15 ; max speed we want to try to fall 2615 AllowAirborneMotiveForce = Yes 2616 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2617 Appearance = HOVER 2618 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 2619 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 2620 PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2621 RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2622 Apply2DFrictionWhenAirborne = No 2623 Extra2DFriction = 0 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) 2624 AirborneTargetingHeight = 30 2625 CloseEnoughDist = 200 2626 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back 2627 End 2628 2629 ;------------------------------------------------------------------------------ 2630 Locomotor CrateParachuteLocomotor 2631 Surfaces = AIR 2632 Speed = 60 ; in dist/sec 2633 SpeedDamaged = 60 ; in dist/sec 2634 TurnRate = 120 ; in degrees/sec 2635 TurnRateDamaged = 90 ; in degrees/sec 2636 Acceleration = 60 ; in dist/(sec^2) 2637 AccelerationDamaged = 60 ; in dist/(sec^2) 2638 Lift = 100 ; in dist/(sec^2) 2639 LiftDamaged = 10 ; in dist/(sec^2) 2640 Braking = 100 ; in dist/(sec^2) 2641 MinTurnSpeed = 0 ; in dist/sec 2642 PreferredHeight = -1 ; nonzero, so we go as low as possible 2643 SpeedLimitZ = 15 ; max speed we want to try to fall 2644 AllowAirborneMotiveForce = Yes 2645 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2646 Appearance = HOVER 2647 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 2648 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 2649 PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2650 RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2651 Apply2DFrictionWhenAirborne = Yes 2652 Extra2DFriction = 30 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) 2653 AirborneTargetingHeight = 30 2654 CloseEnoughDist = 50 2655 CloseEnoughDist3D = Yes 2656 End 2657 2658 ;------------------------------------------------------------------------------ 2659 ; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor, 2660 ; but there's a good reason: the Aurora moves so freakin' fast that it's really 2661 ; hard to (1) find a reliable drop location, and (2) actually get it close enough to 2662 ; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle) 2663 ; navigation on the way down. This works pretty well and actually looks much better 2664 ; than you might think. (srj) 2665 Locomotor AuroraBombLocomotor 2666 Surfaces = AIR 2667 Speed = 480 ; in dist/sec 2668 MinSpeed = 240 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 2669 Acceleration = 960 ; in dist/(sec^2) 2670 Braking = 960 ; in dist/(sec^2) 2671 TurnRate = 960 ; in degrees/sec 2672 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 2673 AllowAirborneMotiveForce = Yes 2674 Appearance = THRUST 2675 End 2676 2677 ;------------------------------------------------------------------------------ 2678 Locomotor FreeFallLocomotor 2679 Surfaces = AIR 2680 Speed = 0 ; in dist/sec 2681 SpeedDamaged = 0 ; in dist/sec 2682 TurnRate = 0 ; in degrees/sec 2683 TurnRateDamaged = 0 ; in degrees/sec 2684 Acceleration = 0 ; in dist/(sec^2) 2685 AccelerationDamaged = 0 ; in dist/(sec^2) 2686 Lift = 0 ; in dist/(sec^2) 2687 LiftDamaged = 0 ; in dist/(sec^2) 2688 Braking = 0 ; in dist/(sec^2) 2689 MinTurnSpeed = 0 ; in dist/sec 2690 PreferredHeight = -1 ; nonzero, so we go as low as possible 2691 SpeedLimitZ = 999999 ; max speed we want to try to fall 2692 AllowAirborneMotiveForce = Yes 2693 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2694 Appearance = HOVER 2695 PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. 2696 RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. 2697 PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2698 RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2699 Apply2DFrictionWhenAirborne = No 2700 AirborneTargetingHeight = 30 2701 End 2702 2703 ;------------------------------------------------------------------------------ 2704 Locomotor CrateFreeFallLocomotor 2705 Surfaces = AIR 2706 Speed = 0 ; in dist/sec 2707 SpeedDamaged = 0 ; in dist/sec 2708 TurnRate = 0 ; in degrees/sec 2709 TurnRateDamaged = 0 ; in degrees/sec 2710 Acceleration = 0 ; in dist/(sec^2) 2711 AccelerationDamaged = 0 ; in dist/(sec^2) 2712 Lift = 0 ; in dist/(sec^2) 2713 LiftDamaged = 0 ; in dist/(sec^2) 2714 Braking = 0 ; in dist/(sec^2) 2715 MinTurnSpeed = 0 ; in dist/sec 2716 PreferredHeight = -1 ; nonzero, so we go as low as possible 2717 SpeedLimitZ = 999999 ; max speed we want to try to fall 2718 AllowAirborneMotiveForce = Yes 2719 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2720 Appearance = HOVER 2721 PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. 2722 RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. 2723 PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2724 RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2725 Apply2DFrictionWhenAirborne = No 2726 AirborneTargetingHeight = 30 2727 End 2728 2729 ;------------------------------------------------------------------------------ 2730 Locomotor AngryMobNexusLocomotor 2731 Surfaces = GROUND RUBBLE 2732 Speed = 18 ; in dist/sec 2733 SpeedDamaged = 18 ;10 ;30 ; in dist/sec 2734 TurnRate = 360 ; in degrees/sec 2735 TurnRateDamaged = 350 ; in degrees/sec 2736 Acceleration = 100 ; in dist/(sec^2) 2737 AccelerationDamaged = 50 ; in dist/(sec^2) 2738 Braking = 100 ; in dist/(sec^2) 2739 MinTurnSpeed = 0 ; in dist/sec 2740 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2741 Appearance = TWO_LEGS 2742 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2743 End 2744 2745 ;------------------------------------------------------------------------------ 2746 Locomotor AngryMobNormalLocomotor 2747 Surfaces = GROUND RUBBLE 2748 Speed = 20 ;30 ; in dist/sec 2749 SpeedDamaged = 10 ;30 ; in dist/sec 2750 TurnRate = 500 ; in degrees/sec 2751 TurnRateDamaged = 500 ; in degrees/sec 2752 Acceleration = 100 ; in dist/(sec^2) 2753 AccelerationDamaged = 50 ; in dist/(sec^2) 2754 Braking = 100 ; in dist/(sec^2) 2755 MinTurnSpeed = 0 ; in dist/sec 2756 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2757 Appearance = TWO_LEGS 2758 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2759 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 2760 End 2761 ;------------------------------------------------------------------------------ 2762 Locomotor AngryMobWanderLocomotor 2763 Surfaces = GROUND RUBBLE 2764 Speed = 13 ;;IMPORTANT THAT THIS STAYS SLOWER THAN A HUMAN WANDER, SO MOBSTER CAN LET THE OTHERS CATCH UP 2765 SpeedDamaged = 10 ;30 ; in dist/sec 2766 TurnRate = 500 ; in degrees/sec 2767 TurnRateDamaged = 500 ; in degrees/sec 2768 Acceleration = 100 ; in dist/(sec^2) 2769 AccelerationDamaged = 50 ; in dist/(sec^2) 2770 Braking = 100 ; in dist/(sec^2) 2771 MinTurnSpeed = 0 ; in dist/sec 2772 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2773 Appearance = TWO_LEGS 2774 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2775 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 2776 End 2777 ;------------------------------------------------------------------------------ 2778 Locomotor AngryMobPanicLocomotor 2779 Surfaces = GROUND RUBBLE 2780 Speed = 32 ;IMPORTANT THAT THIS STAYS FASTER THAN A HUMAN PANIC, SO MOBSTER CAN CATCH UP WITH NEXUS IN A CRISIS 2781 SpeedDamaged = 10 ;30 ; in dist/sec 2782 TurnRate = 500 ; in degrees/sec 2783 TurnRateDamaged = 500 ; in degrees/sec 2784 Acceleration = 100 ; in dist/(sec^2) 2785 AccelerationDamaged = 50 ; in dist/(sec^2) 2786 Braking = 100 ; in dist/(sec^2) 2787 MinTurnSpeed = 0 ; in dist/sec 2788 ZAxisBehavior = NO_Z_MOTIVE_FORCE 2789 Appearance = TWO_LEGS 2790 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 2791 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 2792 End 2793 2794 2795 ;------------------------------------------------------------------------------ 2796 Locomotor DroneLocomotor 2797 Surfaces = AIR 2798 Speed = 60 ; in dist/sec 2799 SpeedDamaged = 30 ; in dist/sec 2800 MinSpeed = 0 ; in dist/sec 2801 TurnRate = 180 ; in degrees/sec 2802 TurnRateDamaged = 90 ; in degrees/sec 2803 Acceleration = 60 ; in dist/(sec^2) 2804 AccelerationDamaged = 30 ; in dist/(sec^2) 2805 Lift = 120 ; in dist/(sec^2) 2806 LiftDamaged = 80 ; in dist/(sec^2) 2807 Braking = 50 ; in dist/(sec^2) 2808 MinTurnSpeed = 10 ; in dist/sec 2809 PreferredHeight = 50 2810 AllowAirborneMotiveForce = Yes 2811 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2812 Appearance = HOVER 2813 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2814 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2815 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2816 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2817 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2818 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2819 Apply2DFrictionWhenAirborne = Yes 2820 AirborneTargetingHeight = 20 2821 End 2822 2823 ;------------------------------------------------------------------------------ 2824 Locomotor HellfireDroneLocomotor 2825 Surfaces = AIR 2826 Speed = 60 ; in dist/sec 2827 SpeedDamaged = 30 ; in dist/sec 2828 MinSpeed = 30 ; in dist/sec 2829 TurnRate = 180 ; in degrees/sec 2830 TurnRateDamaged = 90 ; in degrees/sec 2831 Acceleration = 60 ; in dist/(sec^2) 2832 AccelerationDamaged = 30 ; in dist/(sec^2) 2833 Lift = 120 ; in dist/(sec^2) 2834 LiftDamaged = 80 ; in dist/(sec^2) 2835 Braking = 50 ; in dist/(sec^2) 2836 MinTurnSpeed = 10 ; in dist/sec 2837 PreferredHeight = 50 2838 AllowAirborneMotiveForce = Yes 2839 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2840 Appearance = WINGS 2841 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2842 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2843 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2844 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2845 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2846 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2847 Apply2DFrictionWhenAirborne = Yes 2848 AirborneTargetingHeight = 20 2849 End 2850 2851 ;------------------------------------------------------------------------------ 2852 Locomotor BattleDroneLocomotor 2853 Surfaces = AIR 2854 Speed = 40 ; in dist/sec 2855 SpeedDamaged = 20 ; in dist/sec 2856 MinSpeed = 0 ; in dist/sec 2857 TurnRate = 90 ; in degrees/sec 2858 TurnRateDamaged = 90 ; in degrees/sec 2859 Acceleration = 30 ; in dist/(sec^2) 2860 AccelerationDamaged = 15 ; in dist/(sec^2) 2861 Lift = 120 ; in dist/(sec^2) 2862 LiftDamaged = 80 ; in dist/(sec^2) 2863 Braking = 100 ; in dist/(sec^2) 2864 MinTurnSpeed = 20 ; in dist/sec 2865 PreferredHeight = 50 2866 AllowAirborneMotiveForce = Yes 2867 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2868 Appearance = HOVER 2869 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2870 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2871 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2872 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2873 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2874 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2875 Apply2DFrictionWhenAirborne = Yes 2876 AirborneTargetingHeight = 20 2877 End 2878 2879 ;------------------------------------------------------------------------------ 2880 ;This is a crazy version of the battle drone -- when he's repairing 2881 ;his master, he needs to zip around nearly instantly. Otherwise, 2882 ;he slowly drives around and wastes time. He's not intended to 2883 ;move far at all. 2884 ;------------------------------------------------------------------------------ 2885 Locomotor BattleDronePanicLocomotor 2886 Surfaces = AIR 2887 Speed = 140 ; in dist/sec 2888 SpeedDamaged = 140 ; in dist/sec 2889 MinSpeed = 0 ; in dist/sec 2890 TurnRate = 500 ; in degrees/sec 2891 TurnRateDamaged = 400 ; in degrees/sec 2892 Acceleration = 600 ; in dist/(sec^2) 2893 AccelerationDamaged = 400 ; in dist/(sec^2) 2894 Lift = 120 ; in dist/(sec^2) 2895 LiftDamaged = 80 ; in dist/(sec^2) 2896 Braking = 4000 ; in dist/(sec^2) 2897 MinTurnSpeed = 360 ; in dist/sec 2898 PreferredHeight = 50 2899 AllowAirborneMotiveForce = Yes 2900 ZAxisBehavior = RELATIVE_TO_HIGHEST_LAYER 2901 Appearance = HOVER 2902 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2903 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2904 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2905 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2906 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 2907 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 2908 Apply2DFrictionWhenAirborne = Yes 2909 AirborneTargetingHeight = 20 2910 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back 2911 End 2912 2913 ;------------------------------------------------------------------------------ 2914 Locomotor BirdLocomotor 2915 Surfaces = AIR 2916 Speed = 60 ; in dist/sec 2917 SpeedDamaged = 50 ; in dist/sec 2918 MinSpeed = 35 ; in dist/sec 2919 TurnRate = 25 ; in degrees/sec 2920 TurnRateDamaged = 10 ; in degrees/sec 2921 Acceleration = 60 ; in dist/(sec^2) 2922 AccelerationDamaged = 30 ; in dist/(sec^2) 2923 Lift = 120 ; in dist/(sec^2) 2924 LiftDamaged = 80 ; in dist/(sec^2) 2925 Braking = 20 ; in dist/(sec^2) 2926 MinTurnSpeed = 10 ; in dist/sec 2927 PreferredHeight = 100 2928 AllowAirborneMotiveForce = Yes 2929 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2930 Appearance = WINGS 2931 2932 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2933 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 2934 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2935 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2936 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2937 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2938 End 2939 2940 ;------------------------------------------------------------------------------ 2941 Locomotor WaterWaveLocomotor 2942 Surfaces = AIR 2943 Speed = 120 ; in dist/sec 2944 TurnRate = 20 ; in degrees/sec 2945 Acceleration = 500 ; in dist/(sec^2) 2946 Lift = 200 ; in dist/(sec^2) 2947 Braking = 500 ; in dist/(sec^2) 2948 MinTurnSpeed = 0 ; in dist/sec 2949 PreferredHeight = 10.4 2950 ZAxisBehavior = ABSOLUTE_HEIGHT 2951 AllowAirborneMotiveForce = Yes 2952 Apply2DFrictionWhenAirborne = Yes 2953 End 2954 2955 ;------------------------------------------------------------------------------ 2956 Locomotor AuroraJetLocomotor 2957 Surfaces = AIR 2958 Speed = 180 ; in dist/sec 2959 SpeedDamaged = 120 ; in dist/sec 2960 ; MinSpeed = 120 ; in dist/sec 2961 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 2962 MinSpeed = 60 ; in dist/sec 2963 TurnRate = 180 ; in degrees/sec 2964 TurnRateDamaged = 90 ; in degrees/sec 2965 Acceleration = 180 ; in dist/(sec^2) 2966 AccelerationDamaged = 120 ; in dist/(sec^2) 2967 Lift = 120 ; in dist/(sec^2) 2968 LiftDamaged = 80 ; in dist/(sec^2) 2969 Braking = 10 ; in dist/(sec^2) 2970 MinTurnSpeed = 120 ; in dist/sec 2971 PreferredHeight = 100 2972 AllowAirborneMotiveForce = Yes 2973 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 2974 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 2975 Appearance = WINGS 2976 2977 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 2978 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 2979 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 2980 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2981 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 2982 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 2983 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 2984 Apply2DFrictionWhenAirborne = Yes 2985 AirborneTargetingHeight = 30 2986 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 2987 End 2988 2989 ;------------------------------------------------------------------------------ 2990 Locomotor AuroraJetSluggishLocomotor 2991 Surfaces = AIR 2992 Speed = 150 ; in dist/sec 2993 SpeedDamaged = 100 ; in dist/sec 2994 MinSpeed = 100 ; in dist/sec 2995 TurnRate = 90 ; in degrees/sec 2996 TurnRateDamaged = 60 ; in degrees/sec 2997 Acceleration = 90 ; in dist/(sec^2) 2998 AccelerationDamaged = 60 ; in dist/(sec^2) 2999 Lift = 120 ; in dist/(sec^2) 3000 LiftDamaged = 80 ; in dist/(sec^2) 3001 ; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly 3002 Braking = 90 ; not much braking, so we go supersonic->sluggish slowly 3003 MinTurnSpeed = 60 ; in dist/sec 3004 PreferredHeight = 100 3005 AllowAirborneMotiveForce = Yes 3006 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3007 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 3008 Appearance = WINGS 3009 3010 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3011 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3012 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3013 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3014 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3015 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3016 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3017 Apply2DFrictionWhenAirborne = Yes 3018 AirborneTargetingHeight = 30 3019 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3020 End 3021 3022 ;------------------------------------------------------------------------------ 3023 Locomotor AuroraJetSupersonicLocomotor 3024 Surfaces = AIR 3025 Speed = 480 ; in dist/sec 3026 SpeedDamaged = 240 ; in dist/sec 3027 ; MinSpeed = 240 ; in dist/sec 3028 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 3029 MinSpeed = 60 ; in dist/sec 3030 TurnRate = 180 ; in degrees/sec 3031 TurnRateDamaged = 90 ; in degrees/sec 3032 Acceleration = 480 ; in dist/(sec^2) 3033 AccelerationDamaged = 240 ; in dist/(sec^2) 3034 Lift = 120 ; in dist/(sec^2) 3035 LiftDamaged = 80 ; in dist/(sec^2) 3036 Braking = 10 ; in dist/(sec^2) 3037 MinTurnSpeed = 180 ; in dist/sec 3038 PreferredHeight = 100 3039 AllowAirborneMotiveForce = Yes 3040 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3041 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 3042 Appearance = WINGS 3043 3044 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3045 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3046 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3047 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3048 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3049 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3050 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3051 Apply2DFrictionWhenAirborne = Yes 3052 AirborneTargetingHeight = 30 3053 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3054 End 3055 3056 ;------------------------------------------------------------------------------ 3057 Locomotor StealthJetLocomotor 3058 Surfaces = AIR 3059 Speed = 175 ; in dist/sec 3060 SpeedDamaged = 120 ; in dist/sec 3061 ; MinSpeed = 120 ; in dist/sec 3062 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 3063 MinSpeed = 60 ; in dist/sec 3064 TurnRate = 180 ; in degrees/sec 3065 TurnRateDamaged = 90 ; in degrees/sec 3066 Acceleration = 150 ; in dist/(sec^2) 3067 AccelerationDamaged = 30 ; in dist/(sec^2) 3068 Lift = 120 ; in dist/(sec^2) 3069 LiftDamaged = 80 ; in dist/(sec^2) 3070 Braking = 10 ; in dist/(sec^2) 3071 MinTurnSpeed = 150 ; in dist/sec 3072 PreferredHeight = 100 3073 AllowAirborneMotiveForce = Yes 3074 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3075 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 3076 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 3077 Appearance = WINGS 3078 3079 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3080 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3081 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3082 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3083 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3084 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3085 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3086 Apply2DFrictionWhenAirborne = Yes 3087 AirborneTargetingHeight = 30 3088 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3089 End 3090 3091 ;------------------------------------------------------------------------------ 3092 Locomotor RaptorJetLocomotor 3093 Surfaces = AIR 3094 Speed = 175 ; in dist/sec 3095 SpeedDamaged = 120 ; in dist/sec 3096 ; MinSpeed = 80 ; in dist/sec 3097 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 3098 MinSpeed = 60 ; in dist/sec 3099 TurnRate = 120 ; in degrees/sec 3100 TurnRateDamaged = 90 ; in degrees/sec 3101 Acceleration = 120 ; in dist/(sec^2) 3102 AccelerationDamaged = 30 ; in dist/(sec^2) 3103 Lift = 120 ; in dist/(sec^2) 3104 LiftDamaged = 80 ; in dist/(sec^2) 3105 Braking = 10 ; in dist/(sec^2) 3106 MinTurnSpeed = 150 ; in dist/sec 3107 PreferredHeight = 100 3108 AllowAirborneMotiveForce = Yes 3109 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3110 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 3111 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 3112 Appearance = WINGS 3113 3114 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3115 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3116 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3117 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3118 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3119 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3120 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3121 Apply2DFrictionWhenAirborne = Yes 3122 AirborneTargetingHeight = 30 3123 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3124 End 3125 3126 ;------------------------------------------------------------------------------ 3127 Locomotor BasicJetTaxiLocomotor 3128 Surfaces = GROUND 3129 Speed = 50 ; in dist/sec 3130 SpeedDamaged = 50 ; in dist/sec 3131 TurnRate = 180 ; in degrees/sec 3132 TurnRateDamaged = 180 ; in degrees/sec 3133 Acceleration = 100 ; in dist/(sec^2) 3134 AccelerationDamaged = 100 ; in dist/(sec^2) 3135 Braking = 999999 ; in dist/(sec^2) 3136 MinTurnSpeed = 0 ; in dist/sec 3137 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3138 Appearance = TREADS ; so we can turn in place... 3139 End 3140 3141 ;------------------------------------------------------------------------------ 3142 Locomotor CINE_BasicJetTaxiLocomotor 3143 Surfaces = GROUND 3144 Speed = 30 ; in dist/sec 3145 SpeedDamaged = 30 ; in dist/sec 3146 TurnRate = 60 ; in degrees/sec 3147 TurnRateDamaged = 60 ; in degrees/sec 3148 Acceleration = 30 ; in dist/(sec^2) 3149 AccelerationDamaged = 30 ; in dist/(sec^2) 3150 Braking = 999999 ; in dist/(sec^2) 3151 MinTurnSpeed = 0 ; in dist/sec 3152 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3153 Appearance = TREADS ; so we can turn in place... 3154 End 3155 3156 ;------------------------------------------------------------------------------ 3157 Locomotor RocketBuggyMissileLocomotor 3158 Surfaces = AIR 3159 Speed = 225 ; in dist/sec 3160 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3161 Acceleration = 675 ; in dist/(sec^2) 3162 Braking = 0 ; in dist/(sec^2) 3163 TurnRate = 100 ; in degrees/sec 3164 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 3165 AllowAirborneMotiveForce = Yes 3166 Appearance = THRUST 3167 End 3168 3169 3170 ;------------------------------------------------------------------------------ 3171 ;------------------------------------------------------------------------------ 3172 Locomotor TunnelDefenderMissileLocomotor 3173 Surfaces = AIR 3174 Speed = 225 ; in dist/sec 3175 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3176 Acceleration = 675 ; in dist/(sec^2) 3177 Braking = 0 ; in dist/(sec^2) 3178 TurnRate = 100 ; in degrees /sec 3179 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 3180 AllowAirborneMotiveForce = Yes 3181 Appearance = THRUST 3182 End 3183 ;------------------------------------------ 3184 Locomotor TechnicalRPGMissileLocomotor 3185 Surfaces = AIR 3186 Speed = 225 ; in dist/sec 3187 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3188 Acceleration = 675 ; in dist/(sec^2) 3189 Braking = 0 ; in dist/(sec^2) 3190 TurnRate = 100 ; in degrees/sec 3191 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 3192 AllowAirborneMotiveForce = Yes 3193 Appearance = THRUST 3194 End 3195 ;------------------------------------------ 3196 Locomotor MissileDefenderMissileLocomotor 3197 Surfaces = AIR 3198 Speed = 225 ; in dist/sec 3199 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3200 Acceleration = 675 ; in dist/(sec^2) 3201 Braking = 0 ; in dist/(sec^2) 3202 TurnRate = 100 ; in degrees/sec 3203 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 3204 AllowAirborneMotiveForce = Yes 3205 Appearance = THRUST 3206 End 3207 ;------------------------------------------- 3208 Locomotor TankHunterMissileLocomotor 3209 Surfaces = AIR 3210 Speed = 225 ; in dist/sec 3211 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3212 Acceleration = 675 ; in dist/(sec^2) 3213 Braking = 0 ; in dist/(sec^2) 3214 TurnRate = 100 ; in degrees/sec 3215 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 3216 AllowAirborneMotiveForce = Yes 3217 Appearance = THRUST 3218 End 3219 3220 ;------------------------------------------------------------------------------ 3221 ;------------------------------------------------------------------------------ 3222 Locomotor TomahawkMissileLocomotor 3223 Surfaces = AIR 3224 Speed = 200 ; in dist/sec 3225 MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3226 Acceleration = 675 ; in dist/(sec^2) 3227 Braking = 0 ; in dist/(sec^2) 3228 TurnRate = 540 ; in degrees/sec 3229 MaxThrustAngle = 45 ; in degrees (NOT degrees/sec) 3230 AllowAirborneMotiveForce = Yes 3231 Appearance = THRUST 3232 PreferredHeight = 120 3233 AirborneTargetingHeight = 30 3234 ;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles. 3235 PreferredHeightDamping = 0.7 ; so that we gradually adjust our height 3236 End 3237 3238 ;------------------------------------------------------------------------------ 3239 Locomotor StingerMissileLocomotor 3240 Surfaces = AIR 3241 Speed = 400 ; in dist/sec 3242 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3243 Acceleration = 900 ; in dist/(sec^2) 3244 Braking = 0 ; in dist/(sec^2) 3245 TurnRate = 625 ; in degrees/sec 3246 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 3247 AllowAirborneMotiveForce = Yes 3248 Appearance = THRUST 3249 CloseEnoughDist3D = No ; This allows the missile to fly over the target and come back 3250 End 3251 3252 ;------------------------------------------------------------------------------ 3253 Locomotor ComancheAntiTankMissileLocomotor 3254 Surfaces = AIR 3255 Speed = 225 ; in dist/sec 3256 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3257 Acceleration = 675 ; in dist/(sec^2) 3258 Braking = 0 ; in dist/(sec^2) 3259 TurnRate = 180 ; in degrees/sec 3260 MaxThrustAngle = 50 ; in degrees (NOT degrees/sec) 3261 AllowAirborneMotiveForce = Yes 3262 Appearance = THRUST 3263 End 3264 3265 ;------------------------------------------------------------------------------ 3266 Locomotor ComancheRocketPodLocomotor 3267 Surfaces = AIR 3268 Speed = 225 ; in dist/sec 3269 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3270 Acceleration = 675 ; in dist/(sec^2) 3271 Braking = 0 ; in dist/(sec^2) 3272 TurnRate = 180 ; in degrees/sec 3273 MaxThrustAngle = 25 ; in degrees (NOT degrees/sec) 3274 AllowAirborneMotiveForce = Yes 3275 Appearance = THRUST 3276 End 3277 3278 ;------------------------------------------------------------------------------ 3279 Locomotor ScorpionMissileLocomotor 3280 Surfaces = AIR 3281 Speed = 150 ; in dist/sec 3282 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3283 Acceleration = 450 ; in dist/(sec^2) 3284 Braking = 0 ; in dist/(sec^2) 3285 TurnRate = 540 ; in degrees/sec 3286 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 3287 AllowAirborneMotiveForce = Yes 3288 Appearance = THRUST 3289 End 3290 3291 ;------------------------------------------------------------------------------ 3292 Locomotor PatriotMissileLocomotor 3293 Surfaces = AIR 3294 Speed = 400 ; in dist/sec (silly if not faster than planes) 3295 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3296 Acceleration = 450 ; in dist/(sec^2) 3297 Braking = 0 ; in dist/(sec^2) 3298 TurnRate = 300 ; in degrees/sec 3299 MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) 3300 AllowAirborneMotiveForce = Yes 3301 Appearance = THRUST 3302 CloseEnoughDist = 1 ; 3303 End 3304 3305 ;------------------------------------------------------------------------------ 3306 Locomotor DragonTankFlameLocomotor 3307 Surfaces = AIR 3308 Speed = 300 ; in dist/sec 3309 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3310 Acceleration = 2160 ; in dist/(sec^2) 3311 Braking = 0 ; in dist/(sec^2) 3312 TurnRate = 5 ; in degrees/sec 3313 MaxThrustAngle = 1 ; in degrees (NOT degrees/sec) 3314 AllowAirborneMotiveForce = Yes 3315 Appearance = THRUST 3316 End 3317 3318 ;------------------------------------------------------------------------------ 3319 Locomotor ToxinTruckStreamLocomotor 3320 Surfaces = AIR 3321 Speed = 300 ; in dist/sec 3322 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3323 Acceleration = 2160 ; in dist/(sec^2) 3324 Braking = 0 ; in dist/(sec^2) 3325 TurnRate = 225 ; in degrees/sec 3326 MaxThrustAngle = 20 ; in degrees (NOT degrees/sec) 3327 AllowAirborneMotiveForce = Yes 3328 Appearance = THRUST 3329 End 3330 3331 ;------------------------------------------------------------------------------ 3332 Locomotor FasterToxinTruckStreamLocomotor 3333 Surfaces = AIR 3334 Speed = 300 ; in dist/sec 3335 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3336 Acceleration = 2160 ; in dist/(sec^2) 3337 Braking = 0 ; in dist/(sec^2) 3338 TurnRate = 355 ; in degrees/sec 3339 MaxThrustAngle = 30 ; in degrees (NOT degrees/sec) 3340 AllowAirborneMotiveForce = Yes 3341 Appearance = THRUST 3342 End 3343 3344 ;------------------------------------------------------------------------------ 3345 Locomotor ToxinTruckDribbleLocomotor 3346 Surfaces = AIR 3347 Speed = 300 ; in dist/sec 3348 MinSpeed = 1 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3349 Acceleration = 2160 ; in dist/(sec^2) 3350 Braking = 0 ; in dist/(sec^2) 3351 TurnRate = 900 ; in degrees/sec 3352 MaxThrustAngle = 360 ; in degrees (NOT degrees/sec) 3353 AllowAirborneMotiveForce = Yes 3354 Appearance = THRUST 3355 End 3356 3357 ;------------------------------------------------------------------------------ 3358 Locomotor AuroraJetMissileLocomotor 3359 Surfaces = AIR 3360 Speed = 300 ; in dist/sec 3361 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3362 Acceleration = 900 ; in dist/(sec^2) 3363 Braking = 0 ; in dist/(sec^2) 3364 TurnRate = 200 ; in degrees/sec 3365 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 3366 AllowAirborneMotiveForce = Yes 3367 Appearance = THRUST 3368 End 3369 3370 ;------------------------------------------------------------------------------ 3371 Locomotor A10ThunderboltMissileLocomotor 3372 Surfaces = AIR 3373 Speed = 240 ; in dist/sec 3374 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3375 Acceleration = 900 ; in dist/(sec^2) 3376 Braking = 0 ; in dist/(sec^2) 3377 TurnRate = 200 ; in degrees/sec 3378 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 3379 AllowAirborneMotiveForce = Yes 3380 Appearance = THRUST 3381 End 3382 3383 ;------------------------------------------------------------------------------ 3384 Locomotor RaptorJetMissileLocomotor 3385 Surfaces = AIR 3386 Speed = 300 ; in dist/sec 3387 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3388 Acceleration = 900 ; in dist/(sec^2) 3389 Braking = 0 ; in dist/(sec^2) 3390 TurnRate = 200 ; in degrees/sec 3391 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 3392 AllowAirborneMotiveForce = Yes 3393 Appearance = THRUST 3394 End 3395 3396 ;------------------------------------------------------------------------------ 3397 Locomotor StealthJetMissileLocomotor 3398 Surfaces = AIR 3399 Speed = 300 ; in dist/sec 3400 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3401 Acceleration = 900 ; in dist/(sec^2) 3402 Braking = 0 ; in dist/(sec^2) 3403 TurnRate = 200 ; in degrees/sec 3404 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 3405 AllowAirborneMotiveForce = Yes 3406 Appearance = THRUST 3407 End 3408 3409 ;------------------------------------------------------------------------------ 3410 Locomotor CountermeasureFlareLocomotor 3411 Surfaces = AIR 3412 Speed = 60 ; in dist/sec 3413 SpeedDamaged = 60 ; in dist/sec 3414 TurnRate = 120 ; in degrees/sec 3415 TurnRateDamaged = 120 ; in degrees/sec 3416 Acceleration = 60 ; in dist/(sec^2) 3417 AccelerationDamaged = 60 ; in dist/(sec^2) 3418 Lift = 100 ; in dist/(sec^2) 3419 LiftDamaged = 10 ; in dist/(sec^2) 3420 Braking = 200 ; in dist/(sec^2) 3421 MinTurnSpeed = 0 ; in dist/sec 3422 PreferredHeight = -1 ; nonzero, so we go as low as possible 3423 SpeedLimitZ = 8 ; max speed we want to try to fall 3424 AllowAirborneMotiveForce = Yes 3425 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3426 Appearance = HOVER 3427 PitchStiffness = 0.02 ; stiffness of the "springs" in the suspension forward & back. 3428 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 3429 PitchDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3430 RollDamping = 0.01 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3431 Apply2DFrictionWhenAirborne = Yes 3432 Extra2DFriction = 100 ; give extra friction to reduce drift... less realistic, but much more playable (friction/sec) 3433 AirborneTargetingHeight = 30 3434 CloseEnoughDist = 50 3435 CloseEnoughDist3D = Yes ; This allows the parachute to fly over the target and come back 3436 End 3437 3438 3439 ;------------------------------------------------------------------------------ 3440 Locomotor NapalmMissileLocomotor 3441 Surfaces = AIR 3442 Speed = 300 ; in dist/sec 3443 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 3444 Acceleration = 900 ; in dist/(sec^2) 3445 Braking = 0 ; in dist/(sec^2) 3446 TurnRate = 200 ; in degrees/sec 3447 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 3448 AllowAirborneMotiveForce = Yes 3449 Appearance = THRUST 3450 End 3451 3452 ;------------------------------------------------------------------------------ 3453 Locomotor LimoLocomotor 3454 Surfaces = GROUND 3455 Speed = 90 ; in dist/sec 3456 SpeedDamaged = 90 ; in dist/sec 3457 TurnRate = 120 ; in degrees/sec 3458 TurnRateDamaged = 120 ; in degrees/sec 3459 Acceleration = 30 ; in dist/(sec^2) 3460 AccelerationDamaged = 30 ; in dist/(sec^2) 3461 Braking = 50 ; in dist/(sec^2) 3462 MinTurnSpeed = 40 ; in dist/sec 3463 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3464 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3465 Appearance = FOUR_WHEELS 3466 3467 AccelerationPitchLimit = 6 ; Angle limit how far chassis will lift or roll from acceleration. 3468 DecelerationPitchLimit = 6 ; Angle limit how far chassis willdip roll deom acceleration. 3469 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3470 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 3471 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3472 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3473 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3474 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 3475 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3476 End 3477 3478 ;------------------------------------------------------------------------------ 3479 Locomotor InchForwardLocomotor 3480 Surfaces = GROUND RUBBLE 3481 Speed = 25 ; in dist/sec 3482 MinSpeed = 25 3483 TurnRate = 1 ; in degrees/sec 3484 TurnRateDamaged = 1 ; in degrees/sec 3485 Acceleration = 100 ; in dist/(sec^2) 3486 AccelerationDamaged = 100 ; in dist/(sec^2) 3487 Braking = 1 ; in dist/(sec^2) 3488 PreferredHeight = 1 3489 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3490 Appearance = HOVER 3491 StickToGround = Yes 3492 AllowAirborneMotiveForce = Yes 3493 End 3494 3495 ;------------------------------------------------------------------------------ 3496 Locomotor ChinaArtilleryBarrageCannonLocomotor 3497 Surfaces = AIR 3498 Speed = 150; ; in dist/sec 3499 SpeedDamaged = 150 ; in dist/sec 3500 MinSpeed = 150 ; in dist/sec 3501 TurnRate = 200 ; in degrees/sec 3502 TurnRateDamaged = 90 ; in degrees/sec 3503 MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) 3504 Acceleration = 80 ; in dist/(sec^2) 3505 AccelerationDamaged = 50 ; in dist/(sec^2) 3506 Lift = 120 ; in dist/(sec^2) 3507 LiftDamaged = 80 ; in dist/(sec^2) 3508 Braking = 10 ; in dist/(sec^2) 3509 MinTurnSpeed = 70 ; in dist/sec 3510 PreferredHeight = 500 3511 AllowAirborneMotiveForce = Yes 3512 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3513 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 3514 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 3515 Appearance = WINGS 3516 3517 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3518 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3519 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3520 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3521 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3522 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3523 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3524 Apply2DFrictionWhenAirborne = Yes 3525 AirborneTargetingHeight = 30 3526 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3527 End 3528 3529 ;----------------------------------------------------------------------------------- 3530 Locomotor AmericaVehicleDozerLocomotor 3531 Surfaces = GROUND 3532 Speed = 30 ; in dist/sec 3533 SpeedDamaged = 25 ; in dist/sec 3534 TurnRate = 90 ; in degrees/sec 3535 TurnRateDamaged = 60 ; in degrees/sec 3536 Acceleration = 30 ; in dist/(sec^2) 3537 AccelerationDamaged = 8 ; in dist/(sec^2) 3538 Braking = 50 ; in dist/(sec^2) 3539 MinTurnSpeed = 25 ; in dist/sec 3540 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3541 Appearance = FOUR_WHEELS 3542 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3543 3544 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3545 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 3546 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3547 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3548 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3549 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3550 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3551 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3552 3553 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3554 CanMoveBackwards = Yes ; Can move backwards. 3555 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 3556 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 3557 FrontWheelTurnAngle = 30 3558 ; How many degrees the front wheels can turn. 3559 End 3560 3561 ;----------------------------------------------------------------------------------------- 3562 Locomotor ChinaVehicleDozerLocomotor 3563 Surfaces = GROUND 3564 Speed = 30 ; in dist/sec 3565 SpeedDamaged = 25 ; in dist/sec 3566 TurnRate = 90 ; in degrees/sec 3567 TurnRateDamaged = 60 ; in degrees/sec 3568 Acceleration = 30 ; in dist/(sec^2) 3569 AccelerationDamaged = 8 ; in dist/(sec^2) 3570 Braking = 50 ; in dist/(sec^2) 3571 MinTurnSpeed = 0 ; in dist/sec 3572 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3573 Appearance = TREADS 3574 3575 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3576 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 3577 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3578 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3579 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3580 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3581 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3582 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3583 End 3584 3585 ;-------------------------------------------------------------------------------------------------- 3586 Locomotor ChinaNukeCannonLocomotor 3587 Surfaces = GROUND 3588 Speed = 20 ; in dist/sec 3589 SpeedDamaged = 18 ; in dist/sec 3590 TurnRate = 90 ; in degrees/sec 3591 TurnRateDamaged = 60 ; in degrees/sec 3592 Acceleration = 30 ; in dist/(sec^2) 3593 AccelerationDamaged = 8 ; in dist/(sec^2) 3594 Braking = 50 ; in dist/(sec^2) 3595 MinTurnSpeed = 0 ; in dist/sec 3596 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3597 Appearance = TREADS 3598 3599 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3600 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 3601 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3602 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3603 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3604 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3605 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3606 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3607 End 3608 3609 ;------------------------------------------------------------------------------ 3610 Locomotor AvalancheLocomotor 3611 Surfaces = GROUND RUBBLE CLIFF WATER ;AIR 3612 Speed = 45 ; in dist/sec 3613 TurnRate = 360 ; in degrees/sec 3614 Acceleration = 10 ; in dist/(sec^2) 3615 Braking = 10 ; in dist/(sec^2) 3616 MinTurnSpeed = 0 ; in dist/sec 3617 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3618 Appearance = TWO_LEGS 3619 DownhillOnly = Yes 3620 3621 3622 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 3623 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 3624 BounceAmount = 50 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3625 PitchStiffness = 0.9 ; stiffness of the "springs" in the suspension forward & back. 3626 RollStiffness = 0.9 ; stiffness of the "springs" in the suspension side to side. 3627 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3628 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3629 UniformAxialDamping = 0.001 ; helium like driftiness 3630 3631 3632 3633 End 3634 3635 ;------------------------------------------------------------------------------ 3636 ; ************************** Cinematic-only unit ***************************** 3637 Locomotor CINE_JarmenKellLocomotor 3638 Surfaces = GROUND RUBBLE 3639 Speed = 30 ; in dist/sec 3640 SpeedDamaged = 20 ; in dist/sec 3641 TurnRate = 500 ; in degrees/sec 3642 TurnRateDamaged = 500 ; in degrees/sec 3643 Acceleration = 100 ; in dist/(sec^2) 3644 AccelerationDamaged = 50 ; in dist/(sec^2) 3645 Braking = 100 ; in dist/(sec^2) 3646 MinTurnSpeed = 0 ; in dist/sec 3647 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3648 Appearance = TWO_LEGS 3649 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3650 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 3651 End 3652 3653 ;------------------------------------------------------------------------------ 3654 ; ************************** Cinematic-only unit ***************************** 3655 Locomotor CINE_TroopCrawlerLocomotor 3656 Surfaces = GROUND 3657 Speed = 40 ; in dist/sec 3658 SpeedDamaged = 30 ; in dist/sec 3659 TurnRate = 120 ;90 ; in degrees/sec 3660 TurnRateDamaged = 120 ;60 ; in degrees/sec 3661 Acceleration = 1000 ;400 ; in dist/(sec^2) 3662 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 3663 Braking = 1000 ;50 ; in dist/(sec^2) 3664 MinTurnSpeed = 25 ; in dist/sec 3665 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3666 Appearance = FOUR_WHEELS 3667 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3668 3669 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3670 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 3671 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3672 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3673 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3674 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3675 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3676 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3677 3678 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3679 CanMoveBackwards = Yes ; Can move backwards. 3680 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 3681 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 3682 FrontWheelTurnAngle = 30 3683 ; How many degrees the front wheels can turn. 3684 End 3685 3686 ;------------------------------------------------------------------------------ 3687 ; ************************** Cinematic-only unit ***************************** 3688 Locomotor CINE_RedguardLocomotor 3689 Surfaces = GROUND RUBBLE 3690 Speed = 25 ;30 ; in dist/sec 3691 SpeedDamaged = 15 ;30 ; in dist/sec ;DEMO -- To allieviate skating appearence, wounded speed is same as normal 3692 TurnRate = 500 ; in degrees/sec 3693 TurnRateDamaged = 500 ; in degrees/sec 3694 Acceleration = 100 ; in dist/(sec^2) 3695 AccelerationDamaged = 50 ; in dist/(sec^2) 3696 Braking = 150 ; in dist/(sec^2) 3697 MinTurnSpeed = 0 ; in dist/sec 3698 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3699 Appearance = TWO_LEGS 3700 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3701 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, out of danger. 3702 End 3703 3704 ;------------------------------------------------------------------------------ 3705 ; *************************** Cinematic-only unit ***************************** 3706 Locomotor CINE_BattleMasterLocomotor 3707 Surfaces = GROUND 3708 Speed = 25 ; in dist/sec 3709 SpeedDamaged = 25 ; in dist/sec 3710 TurnRate = 180 ;90 ; in degrees/sec 3711 TurnRateDamaged = 180 ;60 ; in degrees/sec 3712 Acceleration = 1000 ;240 ; in dist/(sec^2) 3713 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 3714 Braking = 1000 ;50 ; in dist/(sec^2) 3715 MinTurnSpeed = 0 ; in dist/sec 3716 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3717 Appearance = TREADS 3718 3719 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3720 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 3721 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3722 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3723 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3724 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3725 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3726 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3727 End 3728 3729 ;------------------------------------------------------------------------------ 3730 ; *************************** Cinematic-only unit ***************************** 3731 Locomotor CINE_B52Locomotor 3732 Surfaces = AIR 3733 Speed = 125 ;100 ; in dist/sec 3734 SpeedDamaged = 75 ; in dist/sec 3735 MinSpeed = 60 ; in dist/sec 3736 TurnRate = 25 ; in degrees/sec 3737 TurnRateDamaged = 10 ; in degrees/sec 3738 Acceleration = 60 ; in dist/(sec^2) 3739 AccelerationDamaged = 30 ; in dist/(sec^2) 3740 Lift = 120 ; in dist/(sec^2) 3741 LiftDamaged = 80 ; in dist/(sec^2) 3742 Braking = 20 ; in dist/(sec^2) 3743 MinTurnSpeed = 10 ; in dist/sec 3744 PreferredHeight = 100 3745 AllowAirborneMotiveForce = Yes 3746 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3747 Appearance = WINGS 3748 3749 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3750 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 3751 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3752 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3753 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3754 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3755 Apply2DFrictionWhenAirborne = Yes 3756 AirborneTargetingHeight = 30 3757 LocomotorWorksWhenDead = Yes ; for JetSlowDeathBehavior 3758 End 3759 3760 ;------------------------------------------------------------------------------ 3761 ; *************************** Cinematic-only unit ***************************** 3762 Locomotor CINE_BasicHumanLocomotor 3763 Surfaces = GROUND RUBBLE 3764 Speed = 20 ;30 ; in dist/sec 3765 SpeedDamaged = 10 ;30 ; in dist/sec 3766 TurnRate = 500 ; in degrees/sec 3767 TurnRateDamaged = 500 ; in degrees/sec 3768 Acceleration = 100 ; in dist/(sec^2) 3769 AccelerationDamaged = 50 ; in dist/(sec^2) 3770 Braking = 100 ; in dist/(sec^2) 3771 MinTurnSpeed = 0 ; in dist/sec 3772 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3773 Appearance = TWO_LEGS 3774 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3775 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 3776 End 3777 3778 ;------------------------------------------------------------------------------ 3779 ; *************************** Cinematic-only unit ***************************** 3780 Locomotor CINE_MissileDefenderLocomotor 3781 Surfaces = GROUND RUBBLE 3782 Speed = 20 ;30 ; in dist/sec 3783 SpeedDamaged = 10 ;30 ; in dist/sec 3784 TurnRate = 500 ; in degrees/sec 3785 TurnRateDamaged = 500 ; in degrees/sec 3786 Acceleration = 100 ; in dist/(sec^2) 3787 AccelerationDamaged = 50 ; in dist/(sec^2) 3788 Braking = 100 ; in dist/(sec^2) 3789 MinTurnSpeed = 0 ; in dist/sec 3790 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3791 Appearance = TWO_LEGS 3792 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3793 GroupMovementPriority = MOVES_MIDDLE; Moves in the middle of a group, behind small arms, ahead of artillery 3794 End 3795 3796 ;------------------------------------------------------------------------------ 3797 ; ************************* Cinematic-only unit ******************************* 3798 Locomotor CINE_TechnicalLocomotor 3799 Surfaces = GROUND 3800 Speed = 90 ; in dist/sec 3801 SpeedDamaged = 80 ; in dist/sec 3802 TurnRate = 180 ; in degrees/sec 3803 TurnRateDamaged = 180 ; in degrees/sec 3804 Acceleration = 100 ;90 ; in dist/(sec^2) 3805 AccelerationDamaged = 100 ;80 ; in dist/(sec^2) 3806 Braking = 50 ; in dist/(sec^2) 3807 MinTurnSpeed = 20 ; in dist/sec 3808 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3809 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3810 Appearance = FOUR_WHEELS 3811 3812 AccelerationPitchLimit = 6.0 ; Angle limit how far chassis will lift or roll from acceleration. 3813 DecelerationPitchLimit = 6.0 ; Angle limit how far chassis wildip roll deom acceleration. 3814 BounceAmount = 100 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3815 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3816 RollStiffness = 0.5 ; stiffness of the "springs" in the suspension side to side. 3817 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3818 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3819 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 3820 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3821 3822 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3823 CanMoveBackwards = Yes ; Can move backwards. 3824 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 3825 MaximumWheelCompression = 1.0 ; Maximum distance the wheel will move up into the chassis. 3826 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3827 3828 CloseEnoughDist = 1.0 ; How close we must get to the end of a goal path before declaring success 3829 ;CloseEnoughDist = 50.0 ; How close we must get to the end of a goal path before declaring success 3830 End 3831 3832 ;------------------------------------------------------------------------------ 3833 ; ************************* Cinematic-only unit ******************************* 3834 Locomotor CINE_ComancheLocomotor 3835 Surfaces = AIR 3836 Speed = 120 ; in dist/sec 3837 SpeedDamaged = 120 ; in dist/sec 3838 TurnRate = 180 ; in degrees/sec 3839 TurnRateDamaged = 180 ; in degrees/sec 3840 Acceleration = 60 ; in dist/(sec^2) 3841 AccelerationDamaged = 60 ; in dist/(sec^2) 3842 Lift = 120 ; in dist/(sec^2) 3843 LiftDamaged = 80 ; in dist/(sec^2) 3844 Braking = 240 ; in dist/(sec^2) 3845 MinTurnSpeed = 0 ; in dist/sec 3846 PreferredHeight = 100 3847 AllowAirborneMotiveForce = Yes 3848 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3849 Appearance = HOVER 3850 3851 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3852 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 3853 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3854 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3855 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 3856 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 3857 Apply2DFrictionWhenAirborne = Yes 3858 AirborneTargetingHeight = 30 3859 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 3860 End 3861 3862 ;------------------------------------------------------------------------------ 3863 ;************************* Cinematic-only unit ******************************** 3864 Locomotor CINE_ScorpionLocomotor 3865 Surfaces = GROUND 3866 Speed = 25 ; in dist/sec 3867 SpeedDamaged = 25 ; in dist/sec 3868 TurnRate = 60 ; in degrees/sec 3869 TurnRateDamaged = 60 ; in degrees/sec 3870 Acceleration = 8 ; in dist/(sec^2) 3871 AccelerationDamaged = 8 ; in dist/(sec^2) 3872 Braking = 50 ; in dist/(sec^2) 3873 MinTurnSpeed = 0 ; in dist/sec 3874 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3875 Appearance = TREADS 3876 3877 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 3878 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 3879 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3880 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 3881 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3882 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3883 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 3884 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 3885 End 3886 3887 ;------------------------------------------------------------------------------ 3888 ;************************* Cinematic-only unit ******************************** 3889 Locomotor CINE_HumveeLocomotor 3890 Surfaces = GROUND 3891 Speed = 25 ; in dist/sec 3892 SpeedDamaged = 25 ; in dist/sec 3893 TurnRate = 120 ; in degrees/sec 3894 TurnRateDamaged = 120 ; in degrees/sec 3895 Acceleration = 10 ; in dist/(sec^2) 3896 AccelerationDamaged = 10 ; in dist/(sec^2) 3897 Braking = 50 ; in dist/(sec^2) 3898 MinTurnSpeed = 20 ; in dist/sec 3899 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3900 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3901 Appearance = FOUR_WHEELS 3902 StickToGround = No 3903 3904 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 3905 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 3906 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3907 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 3908 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3909 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3910 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3911 3912 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 3913 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 3914 3915 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 3916 CanMoveBackwards = Yes ; Can move backwards. 3917 MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model. 3918 MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis. 3919 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 3920 3921 End 3922 3923 ;------------------------------------------------------------------------------ 3924 ;************************* Cinematic-only unit ******************************** 3925 Locomotor CINE_MIGLocomotor 3926 Surfaces = AIR 3927 Speed = 160 3928 SpeedDamaged = 160 3929 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 3930 MinSpeed = 60 3931 TurnRate = 120 3932 TurnRateDamaged = 90 3933 Acceleration = 110 ; note that this needs to be AT LEAST 100 in order to clear the runway of current Chinese airfields. (srj) 3934 AccelerationDamaged = 30 3935 Lift = 120 3936 LiftDamaged = 80 3937 Braking = 10 3938 MinTurnSpeed = 150 3939 PreferredHeight = 100 3940 AllowAirborneMotiveForce = Yes 3941 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 3942 CirclingRadius = 100 3943 Appearance = WINGS 3944 3945 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 3946 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 3947 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 3948 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3949 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3950 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 3951 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3952 Apply2DFrictionWhenAirborne = Yes 3953 AirborneTargetingHeight = 30 3954 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 3955 End 3956 3957 ;------------------------------------------------------------------------------ 3958 ; **************************** Cinematic-only unit **************************** 3959 Locomotor CINE_BasicCarLocomotor 3960 Surfaces = GROUND 3961 Speed = 90 ; in dist/sec 3962 SpeedDamaged = 90 ; in dist/sec 3963 TurnRate = 120 ; in degrees/sec 3964 TurnRateDamaged = 120 ; in degrees/sec 3965 Acceleration = 30 ; in dist/(sec^2) 3966 AccelerationDamaged = 30 ; in dist/(sec^2) 3967 Braking = 50 ; in dist/(sec^2) 3968 MinTurnSpeed = 40 ; in dist/sec 3969 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 3970 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3971 Appearance = FOUR_WHEELS 3972 3973 AccelerationPitchLimit = 1 ; Angle limit how far chassis will lift or roll from acceleration. 3974 DecelerationPitchLimit = 1 ; Angle limit how far chassis willdip roll deom acceleration. 3975 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 3976 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 3977 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 3978 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3979 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 3980 ForwardAccelerationPitchFactor = 0.3 ; How much acceleration will cause the front to lift, or dip for stops. 3981 LateralAccelerationRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 3982 End 3983 3984 ;------------------------------------------------------------------------------ 3985 ;************************** Cinematic-only unit ******************************* 3986 Locomotor CINE_ColonelBurtonGroundLocomotor 3987 Surfaces = GROUND RUBBLE 3988 Speed = 30 ; in dist/sec 3989 SpeedDamaged = 20 ; in dist/sec 3990 TurnRate = 500 ; in degrees/sec 3991 TurnRateDamaged = 500 ; in degrees/sec 3992 Acceleration = 100 ; in dist/(sec^2) 3993 AccelerationDamaged = 50 ; in dist/(sec^2) 3994 Braking = 100 ; in dist/(sec^2) 3995 MinTurnSpeed = 0 ; in dist/sec 3996 ZAxisBehavior = NO_Z_MOTIVE_FORCE 3997 Appearance = TWO_LEGS 3998 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 3999 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 4000 End 4001 4002 ;------------------------------------------------------------------------------ 4003 ;************************** Cinematic-only unit ******************************* 4004 Locomotor CINE_ColonelBurtonCliffLocomotor 4005 Surfaces = CLIFF 4006 Speed = 20 ; in dist/sec 4007 SpeedDamaged = 15 ; in dist/sec 4008 TurnRate = 360 ; in degrees/sec 4009 TurnRateDamaged = 350 ; in degrees/sec 4010 Acceleration = 100 ; in dist/(sec^2) 4011 AccelerationDamaged = 50 ; in dist/(sec^2) 4012 Braking = 100 ; in dist/(sec^2) 4013 MinTurnSpeed = 0 ; in dist/sec 4014 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4015 Appearance = CLIMBER 4016 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 4017 End 4018 4019 ;------------------------------------------------------------------------------ 4020 ;************************** Cinematic-only unit ******************************* 4021 Locomotor CINE_QuadCannonLocomotor 4022 Surfaces = GROUND 4023 Speed = 40 ; in dist/sec 4024 SpeedDamaged = 25 ; in dist/sec 4025 TurnRate = 180 ;90 ; in degrees/sec 4026 TurnRateDamaged = 180 ;60 ; in degrees/sec 4027 Acceleration = 1000 ;240 ; in dist/(sec^2) 4028 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 4029 Braking = 1000 ;50 ; in dist/(sec^2) 4030 MinTurnSpeed = 15 ; in dist/sec 4031 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 4032 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4033 Appearance = FOUR_WHEELS 4034 4035 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 4036 DecelerationPitchLimit = 3 ; Angle limit how far chassis willdip roll deom acceleration. 4037 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 4038 PitchStiffness = 0.1 ; stiffness of the "springs" in the suspension forward & back. 4039 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 4040 PitchDamping = 0.85 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4041 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4042 ForwardAccelerationPitchFactor = 0.2 ; How much acceleration will cause the front to lift, or dip for stops. 4043 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 4044 4045 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 4046 MaximumWheelExtension = -3.0 ; Maximum distance the wheels will drop on the model. 4047 MaximumWheelCompression = 1.5 ; Maximum distance the wheel will move up into the chassis. 4048 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 4049 4050 End 4051 4052 ;------------------------------------------------------------------------------ 4053 ;************************** Cinematic-only unit ******************************* 4054 Locomotor CINE_ScudLauncherLocomotor 4055 Surfaces = GROUND 4056 Speed = 20 ; in dist/sec 4057 SpeedDamaged = 15 ; in dist/sec 4058 TurnRate = 50 ; in degrees/sec 4059 TurnRateDamaged = 45 ; in degrees/sec 4060 Acceleration = 160 ; in dist/(sec^2) 4061 AccelerationDamaged = 120 ; in dist/(sec^2) 4062 Braking = 50 ; in dist/(sec^2) 4063 MinTurnSpeed = 15 ; in dist/sec 4064 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4065 4066 ;Appearance = TREADS 4067 Appearance = FOUR_WHEELS 4068 TurnPivotOffset = -0.7 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 4069 4070 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 4071 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 4072 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4073 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 4074 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4075 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4076 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4077 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4078 4079 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 4080 CanMoveBackwards = Yes ; Can move backwards. 4081 MaximumWheelExtension = -2.0 ; Maximum distance the wheels will drop on the model. 4082 MaximumWheelCompression = 1.1 ; Maximum distance the wheel will move up into the chassis. 4083 FrontWheelTurnAngle = 35 ; How many degrees the front wheels can turn. 4084 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, behind small arms, and rockets. 4085 4086 End 4087 4088 ;------------------------------------------------------------------------------ 4089 ;*************************** Cinematic-only unit ****************************** 4090 Locomotor CINE_BombTruckLocomotor 4091 Surfaces = GROUND 4092 Speed = 50 ; in dist/sec 4093 SpeedDamaged = 50 ; in dist/sec 4094 TurnRate = 90 ; in degrees/sec 4095 TurnRateDamaged = 60 ; in degrees/sec 4096 Acceleration = 1000 ;400 ; in dist/(sec^2) 4097 AccelerationDamaged = 1000 ;300 ; in dist/(sec^2) 4098 Braking = 1000 ;50 ; in dist/(sec^2) 4099 MinTurnSpeed = 0 ; in dist/sec 4100 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4101 Appearance = TREADS 4102 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 4103 4104 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 4105 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 4106 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4107 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 4108 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4109 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4110 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4111 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4112 End 4113 4114 ;------------------------------------------------------------------------------ 4115 ;*************************** Cinematic-only unit ****************************** 4116 Locomotor CINE_ChinookLocomotor 4117 Surfaces = AIR 4118 Speed = 150 ; in dist/sec 4119 SpeedDamaged = 60 ; in dist/sec 4120 TurnRate = 180 ; in degrees/sec 4121 TurnRateDamaged = 90 ; in degrees/sec 4122 Acceleration = 60 ; in dist/(sec^2) 4123 AccelerationDamaged = 30 ; in dist/(sec^2) 4124 Lift = 120 ; in dist/(sec^2) 4125 LiftDamaged = 80 ; in dist/(sec^2) 4126 Braking = 100 ; in dist/(sec^2) 4127 MinTurnSpeed = 0 ; in dist/sec 4128 PreferredHeight = 100 4129 AllowAirborneMotiveForce = Yes 4130 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 4131 Appearance = HOVER 4132 4133 ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows 4134 ; us to "slide into place" (rather than turning) when we get close to our destination. 4135 ; the magnitude is basically the number of msec it would take us to reach the dest 4136 ; at our max speed; if we're under this threshold, we just slide into place... 4137 SlideIntoPlaceTime = 100 4138 4139 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 4140 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 4141 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4142 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4143 ForwardVelocityPitchFactor = -0.1 ; How much velocity will cause the front to lift/dip 4144 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 4145 Apply2DFrictionWhenAirborne = Yes 4146 AirborneTargetingHeight = 30 4147 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 4148 End 4149 4150 ;------------------------------------------------------------------------------ 4151 ;************************** Cinematic-only unit ******************************* 4152 Locomotor CINE_DragonLocomotor 4153 Surfaces = GROUND 4154 Speed = 30 ; in dist/sec 4155 SpeedDamaged = 25 ; in dist/sec 4156 TurnRate = 180 ;90 ; in degrees/sec 4157 TurnRateDamaged = 180 ;60 ; in degrees/sec 4158 Acceleration = 1000 ;240 ; in dist/(sec^2) 4159 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 4160 Braking = 1000 ;50 ; in dist/(sec^2) 4161 MinTurnSpeed = 0 ; in dist/sec 4162 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4163 Appearance = TREADS 4164 4165 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 4166 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 4167 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4168 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 4169 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4170 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4171 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4172 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4173 GroupMovementPriority = MOVES_FRONT; Moves in the back of a group, behind small arms, and rockets. 4174 End 4175 4176 ;------------------------------------------------------------------------------ 4177 ;************************ Cinematic-only unit ********************************* 4178 Locomotor CINE_SupplyTruckLocomotor 4179 Surfaces = GROUND 4180 Speed = 40 ; in dist/sec 4181 SpeedDamaged = 20 ; in dist/sec 4182 TurnRate = 90 ; in degrees/sec 4183 TurnRateDamaged = 60 ; in degrees/sec 4184 Acceleration = 240 ; in dist/(sec^2) 4185 AccelerationDamaged = 180 ; in dist/(sec^2) 4186 Braking = 50 ; in dist/(sec^2) 4187 MinTurnSpeed = 15 ; in dist/sec 4188 TurnPivotOffset = -0.2 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 4189 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4190 Appearance = FOUR_WHEELS 4191 4192 AccelerationPitchLimit = 4 ; Angle limit how far chassis will lift or roll from acceleration. 4193 DecelerationPitchLimit = 4 ; Angle limit howdip will deft or roll from acceleration. 4194 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 4195 PitchStiffness = 0.2 ; stiffness of the "springs" in the suspension forward & back. 4196 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 4197 PitchDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4198 RollDamping = 0.5 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4199 ForwardAccelerationPitchFactor = 0.02 ; How much acceleration will cause the front to lift, or dip for stops. 4200 LateralAccelerationRollFactor = 0.02 ; How much cornering will cause the chassis to roll. 4201 4202 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 4203 MaximumWheelExtension = 0 ; Maximum distance the wheels will drop on the model. 4204 MaximumWheelCompression = 0 ; Maximum distance the wheel will move up into the chassis. 4205 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 4206 4207 End 4208 4209 ;------------------------------------------------------------------------------ 4210 ;************************ Cinematic-only unit ********************************* 4211 Locomotor CINE_BlackLotusLocomotor 4212 Surfaces = GROUND RUBBLE 4213 Speed = 30 ; in dist/sec 4214 SpeedDamaged = 20 ; in dist/sec 4215 TurnRate = 500 ; in degrees/sec 4216 TurnRateDamaged = 500 ; in degrees/sec 4217 Acceleration = 100 ; in dist/(sec^2) 4218 AccelerationDamaged = 50 ; in dist/(sec^2) 4219 Braking = 100 ; in dist/(sec^2) 4220 MinTurnSpeed = 0 ; in dist/sec 4221 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4222 Appearance = TWO_LEGS 4223 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 4224 GroupMovementPriority = MOVES_BACK; Moves in the back of a group, out of danger. 4225 End 4226 4227 ;------------------------------------------------------------------------------ 4228 ;*************************** Cinematic-only unit ****************************** 4229 Locomotor CINE_StealthJetLocomotor 4230 Surfaces = AIR 4231 Speed = 175 ; in dist/sec 4232 SpeedDamaged = 120 ; in dist/sec 4233 ; MinSpeed = 120 ; in dist/sec 4234 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 4235 MinSpeed = 60 ; in dist/sec 4236 TurnRate = 180 ; in degrees/sec 4237 TurnRateDamaged = 90 ; in degrees/sec 4238 Acceleration = 150 ; in dist/(sec^2) 4239 AccelerationDamaged = 30 ; in dist/(sec^2) 4240 Lift = 120 ; in dist/(sec^2) 4241 LiftDamaged = 80 ; in dist/(sec^2) 4242 Braking = 10 ; in dist/(sec^2) 4243 MinTurnSpeed = 150 ; in dist/sec 4244 PreferredHeight = 100 4245 AllowAirborneMotiveForce = Yes 4246 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 4247 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 4248 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 4249 Appearance = WINGS 4250 4251 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 4252 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 4253 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 4254 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4255 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4256 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 4257 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 4258 Apply2DFrictionWhenAirborne = Yes 4259 AirborneTargetingHeight = 30 4260 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 4261 End 4262 4263 ;------------------------------------------------------------------------------ 4264 ;*********************** Cinematic-only unit ********************************** 4265 Locomotor CINE_FastHumanLocomotor 4266 Surfaces = GROUND RUBBLE 4267 Speed = 25 ;30 ; in dist/sec 4268 SpeedDamaged = 15 ;30 ; in dist/sec 4269 TurnRate = 500 ; in degrees/sec 4270 TurnRateDamaged = 500 ; in degrees/sec 4271 Acceleration = 100 ; in dist/(sec^2) 4272 AccelerationDamaged = 50 ; in dist/(sec^2) 4273 Braking = 100 ; in dist/(sec^2) 4274 MinTurnSpeed = 0 ; in dist/sec 4275 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4276 Appearance = TWO_LEGS 4277 StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air. 4278 GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery 4279 End 4280 4281 ;------------------------------------------------------------------------------ 4282 ;**************************** Cinematic-only unit ***************************** 4283 Locomotor CINE_ToxinTruckLocomotor 4284 Surfaces = GROUND 4285 Speed = 30 ; in dist/sec 4286 SpeedDamaged = 20 ; in dist/sec 4287 TurnRate = 180 ; in degrees/sec 4288 TurnRateDamaged = 180 ; in degrees/sec 4289 Acceleration = 100 ;50 ; in dist/(sec^2) 4290 AccelerationDamaged = 100 ;50 ; in dist/(sec^2) 4291 Braking = 100 ;50 ; in dist/(sec^2) 4292 MinTurnSpeed = 20 ; in dist/sec 4293 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 4294 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4295 Appearance = FOUR_WHEELS 4296 4297 AccelerationPitchLimit = 3 ; Angle limit how far chassis will lift or roll from acceleration. 4298 DecelerationPitchLimit = 3 ; Angle limit how far chassis willdip roll deom acceleration. 4299 BounceAmount = 10 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 4300 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4301 RollStiffness = 0.02 ; stiffness of the "springs" in the suspension side to side. 4302 PitchDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4303 RollDamping = 0.1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4304 ForwardAccelerationPitchFactor = 0.25 ; How much acceleration will cause the front to lift, or dip for stops. 4305 LateralAccelerationRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 4306 4307 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 4308 MaximumWheelExtension = -0.2 ; Maximum distance the wheels will drop on the model. 4309 MaximumWheelCompression = 0.1 ; Maximum distance the wheel will move up into the chassis. 4310 FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn. 4311 End 4312 4313 ;------------------------------------------------------------------------------ 4314 Locomotor NapalmBombLocomotor 4315 Surfaces = AIR 4316 Speed = 0.1 ; in dist/sec 4317 SpeedDamaged = 0.1 ; in dist/sec 4318 TurnRate = 0.1 ; in degrees/sec 4319 TurnRateDamaged = 0.1 ; in degrees/sec 4320 Acceleration = 0.1 ; in dist/(sec^2) 4321 AccelerationDamaged = 0.1 ; in dist/(sec^2) 4322 Braking = 1 ; in dist/(sec^2) 4323 MinTurnSpeed = 1 ; in dist/sec 4324 PreferredHeight = -1 ; nonzero, so we go as low as possible 4325 SpeedLimitZ = 20 ; max speed we want to try to fall 4326 AllowAirborneMotiveForce = Yes 4327 Appearance = THRUST 4328 PitchStiffness = 0 ; stiffness of the "springs" in the suspension forward & back. 4329 RollStiffness = 0 ; stiffness of the "springs" in the suspension side to side. 4330 PitchDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4331 RollDamping = 0 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4332 Apply2DFrictionWhenAirborne = Yes 4333 AirborneTargetingHeight = 30 4334 End 4335 ;-------------------------------------------------------------------------------- 4336 ;------------------------------------------------------------------------------ 4337 Locomotor HelixLocomotor 4338 Surfaces = AIR 4339 Speed = 75 ; in dist/sec 4340 SpeedDamaged = 60 ; in dist/sec 4341 TurnRate = 180 ; in degrees/sec 4342 TurnRateDamaged = 90 ; in degrees/sec 4343 Acceleration = 60 ; in dist/(sec^2) 4344 AccelerationDamaged = 30 ; in dist/(sec^2) 4345 Lift = 120 ; in dist/(sec^2) 4346 LiftDamaged = 80 ; in dist/(sec^2) 4347 Braking = 60 ; in dist/(sec^2) 4348 MinTurnSpeed = 0 ; in dist/sec 4349 PreferredHeight = 100 4350 AllowAirborneMotiveForce = Yes 4351 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 4352 Appearance = HOVER 4353 4354 ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows 4355 ; us to "slide into place" (rather than turning) when we get close to our destination. 4356 ; the magnitude is basically the number of msec it would take us to reach the dest 4357 ; at our max speed; if we're under this threshold, we just slide into place... 4358 SlideIntoPlaceTime = 100 4359 4360 PitchStiffness = 0.4 ; stiffness of the "springs" in the suspension forward & back. 4361 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 4362 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4363 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4364 ForwardVelocityPitchFactor = -0.2 ; How much velocity will cause the front to lift/dip 4365 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 4366 Apply2DFrictionWhenAirborne = Yes 4367 AirborneTargetingHeight = 30 4368 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 4369 4370 RudderCorrectionDegree = 0.169 4371 RudderCorrectionRate = 0.027 4372 ElevatorCorrectionDegree = 0.103 4373 ElevatorCorrectionRate = 0.016 4374 4375 End 4376 4377 ;------------------------------------------ 4378 Locomotor SentryLocomotor 4379 Surfaces = GROUND 4380 Speed = 60 ; in dist/sec 4381 SpeedDamaged = 50 ; in dist/sec 4382 TurnRate = 180 ;120 ; in degrees/sec 4383 TurnRateDamaged = 180 ;120 ; in degrees/sec 4384 Acceleration = 60 ; in dist/(sec^2) 4385 AccelerationDamaged = 60 ; in dist/(sec^2) 4386 Braking = 60 ; in dist/(sec^2) 4387 MinTurnSpeed = 20 ; in dist/sec 4388 TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 4389 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4390 Appearance = TREADS 4391 StickToGround = No 4392 AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration. 4393 DecelerationPitchLimit = 0 ; Angle limit how far chassis willdip roll deom acceleration. 4394 BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy. 4395 PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back. 4396 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 4397 PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4398 RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4399 ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops. 4400 LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll. 4401 End 4402 4403 4404 4405 ;------------------------------------------------------------------------------ 4406 Locomotor B3Locomotor 4407 Surfaces = AIR 4408 Speed = 200 ; in dist/sec 4409 SpeedDamaged = 180 ; in dist/sec 4410 ; MinSpeed = 120 ; in dist/sec 4411 ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) 4412 MinSpeed = 60 ; in dist/sec 4413 TurnRate = 160 ; in degrees/sec 4414 TurnRateDamaged = 90 ; in degrees/sec 4415 Acceleration = 180 ; in dist/(sec^2) 4416 AccelerationDamaged = 120 ; in dist/(sec^2) 4417 Lift = 120 ; in dist/(sec^2) 4418 LiftDamaged = 80 ; in dist/(sec^2) 4419 Braking = 10 ; in dist/(sec^2) 4420 MinTurnSpeed = 100 ; in dist/sec 4421 PreferredHeight = 100 4422 AllowAirborneMotiveForce = Yes 4423 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 4424 CirclingRadius = 150 ; the radius at which we circle when we are trying to maintain position. 4425 Appearance = WINGS 4426 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 4427 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 4428 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 4429 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4430 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4431 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 4432 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 4433 Apply2DFrictionWhenAirborne = Yes 4434 AirborneTargetingHeight = 30 4435 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 4436 End 4437 4438 4439 4440 4441 4442 4443 4444 4445 ;------------------------------------------------------------------------------ 4446 Locomotor Tank_BattleMasterLocomotor 4447 Surfaces = GROUND 4448 Speed = 29 ; in dist/sec 4449 SpeedDamaged = 29 ; in dist/sec 4450 TurnRate = 180 ;90 ; in degrees/sec 4451 TurnRateDamaged = 180 ;60 ; in degrees/sec 4452 Acceleration = 1000 ;240 ; in dist/(sec^2) 4453 AccelerationDamaged = 1000 ;180 ; in dist/(sec^2) 4454 Braking = 1000 ;50 ; in dist/(sec^2) 4455 MinTurnSpeed = 0 ; in dist/sec 4456 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4457 Appearance = TREADS 4458 4459 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 4460 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 4461 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4462 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 4463 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4464 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4465 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4466 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4467 End 4468 4469 4470 ;------------------------------------------------------------------------------ 4471 Locomotor Tank_NuclearBattleMasterLocomotor 4472 Surfaces = GROUND 4473 Speed = 35 ; 33% faster than normal 4474 SpeedDamaged = 32 ; 33% faster than normal 4475 TurnRate = 180 ;120 ; 33% faster than normal 4476 TurnRateDamaged = 180 ;80 ; 33% faster than normal 4477 Acceleration = 1000 ;240 ; 33% faster than normal 4478 AccelerationDamaged = 1000 ;240 ; 33% faster than normal 4479 Braking = 1000 ;50 ; in dist/(sec^2) 4480 MinTurnSpeed = 0 ; in dist/sec 4481 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4482 Appearance = TREADS 4483 4484 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 4485 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 4486 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4487 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 4488 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4489 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4490 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4491 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4492 End 4493 4494 ;------------------------------------------------------------------------------ 4495 Locomotor Tank_OverlordLocomotor 4496 Surfaces = GROUND 4497 Speed = 25 ; in dist/sec 4498 SpeedDamaged = 25 ; in dist/sec 4499 TurnRate = 60 ;25 ; in degrees/sec 4500 TurnRateDamaged = 60 ;20 ; in degrees/sec 4501 Acceleration = 15 ; in dist/(sec^2) 4502 AccelerationDamaged = 15 ; in dist/(sec^2) 4503 Braking = 50 ; in dist/(sec^2) 4504 MinTurnSpeed = 0 ; in dist/sec 4505 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4506 Appearance = TREADS 4507 4508 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 4509 DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. 4510 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4511 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 4512 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4513 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4514 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4515 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4516 End 4517 4518 ;------------------------------------------------------------------------------ 4519 Locomotor ListeningOutpostLocomotor 4520 Surfaces = GROUND 4521 Speed = 40 ; in dist/sec 4522 SpeedDamaged = 30 ; in dist/sec 4523 TurnRate = 90 ;90 ; in degrees/sec 4524 TurnRateDamaged = 90 ;60 ; in degrees/sec 4525 Acceleration = 20 ; in dist/(sec^2); make sure to keep these very small 4526 AccelerationDamaged = 16 ;in dist/(sec^2) 4527 Braking = 1000 ;50 ; in dist/(sec^2) 4528 MinTurnSpeed = 25 ; in dist/sec 4529 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4530 Appearance = FOUR_WHEELS 4531 TurnPivotOffset = -0.5 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front) 4532 4533 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 4534 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 4535 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4536 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 4537 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4538 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4539 ForwardAccelerationPitchFactor = 0.1 ;0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4540 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4541 4542 HasSuspension = Yes ; Calculate 4 wheel independent suspension info. 4543 CanMoveBackwards = Yes ; Can move backwards. 4544 MaximumWheelExtension = -2.3 ; Maximum distance the wheels will drop on the model. 4545 MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis. 4546 FrontWheelTurnAngle = 30 4547 ; How many degrees the front wheels can turn. 4548 End 4549 4550 4551 4552 4553 4554 4555 4556 4557 ;------------------------------------------------------------------------------ 4558 Locomotor Nuke_FusionBattleMasterLocomotor 4559 Surfaces = GROUND 4560 Speed = 45 4561 SpeedDamaged = 37 4562 TurnRate = 180 4563 TurnRateDamaged = 180 4564 Acceleration = 1000 4565 AccelerationDamaged = 1000 4566 Braking = 1000 4567 MinTurnSpeed = 0 4568 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4569 Appearance = TREADS 4570 4571 AccelerationPitchLimit = 5 ; Angle limit how far chassis will lift or roll from acceleration. 4572 DecelerationPitchLimit = 5 ; Angle limit how far chassis will dip from deceleration. 4573 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4574 RollStiffness = 0.025 ; stiffness of the "springs" in the suspension side to side. 4575 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4576 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4577 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4578 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4579 End 4580 4581 ;------------------------------------------------------------------------------ 4582 Locomotor Nuke_FusionOverlordLocomotor 4583 Surfaces = GROUND 4584 Speed = 40 4585 SpeedDamaged = 40 4586 TurnRate = 80 4587 TurnRateDamaged = 80 4588 Acceleration = 30 4589 AccelerationDamaged = 30 4590 Braking = 50 4591 MinTurnSpeed = 0 4592 ZAxisBehavior = NO_Z_MOTIVE_FORCE 4593 Appearance = TREADS 4594 4595 AccelerationPitchLimit = 2 ; Angle limit how far chassis will lift or roll from acceleration. 4596 DecelerationPitchLimit = 2 ; Angle limit how far chassis will dip from deceleration. 4597 PitchStiffness = 0.05 ; stiffness of the "springs" in the suspension forward & back. 4598 RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side. 4599 PitchDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4600 RollDamping = 0.3 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4601 ForwardAccelerationPitchFactor = 0.5 ; How much acceleration will cause the front to lift, or dip for stops. 4602 LateralAccelerationRollFactor = 0.33 ; How much cornering will cause the chassis to roll. 4603 End 4604 4605 ;------------------------------------------------------------------------------ 4606 Locomotor ScorpionMissileLocomotor2 4607 Surfaces = AIR 4608 Speed = 400 ; in dist/sec 4609 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 4610 Acceleration = 900 ; in dist/(sec^2) 4611 Braking = 0 ; in dist/(sec^2) 4612 TurnRate = 200 ; in degrees/sec 4613 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 4614 AllowAirborneMotiveForce = Yes 4615 Appearance = THRUST 4616 End 4617 4618 ;------------------------------------------------------------------------------ 4619 Locomotor A10Thunderbolt2Locomotor 4620 Surfaces = AIR 4621 Speed = 120 ;55 ; in dist/sec 4622 SpeedDamaged = 120 ;40 ; in dist/sec 4623 MinSpeed = 45 ; in dist/sec 4624 TurnRate = 200 ; in degrees/sec 4625 TurnRateDamaged = 90 ; in degrees/sec 4626 MaxThrustAngle = 60 ; in degrees (NOT degrees/sec) 4627 Acceleration = 80 ; in dist/(sec^2) 4628 AccelerationDamaged = 50 ; in dist/(sec^2) 4629 Lift = 120 ; in dist/(sec^2) 4630 LiftDamaged = 80 ; in dist/(sec^2) 4631 Braking = 10 ; in dist/(sec^2) 4632 MinTurnSpeed = 70 ; in dist/sec 4633 PreferredHeight = 77 4634 AllowAirborneMotiveForce = Yes 4635 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 4636 CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. 4637 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 4638 Appearance = WINGS 4639 4640 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 4641 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 4642 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 4643 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4644 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4645 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 4646 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 4647 Apply2DFrictionWhenAirborne = Yes 4648 AirborneTargetingHeight = 30 4649 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 4650 End 4651 ;------------------------------------------------------------------------------ 4652 Locomotor TerrorPlaneLocomotor 4653 Surfaces = AIR 4654 Speed = 110 ;55 ; in dist/sec 4655 SpeedDamaged = 100 ;40 ; in dist/sec 4656 MinSpeed = 100 ; in dist/sec 4657 TurnRate = 100 ; in degrees/sec 4658 TurnRateDamaged = 80 ; in degrees/sec 4659 MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) 4660 Acceleration = 100 ; in dist/(sec^2) 4661 AccelerationDamaged = 80 ; in dist/(sec^2) 4662 Lift = 200 ; in dist/(sec^2) 4663 LiftDamaged = 180 ; in dist/(sec^2) 4664 Braking = 100 ; in dist/(sec^2) 4665 MinTurnSpeed = 100 ; in dist/sec 4666 PreferredHeight = 100 4667 AllowAirborneMotiveForce = Yes 4668 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 4669 CirclingRadius = 80 ; the radius at which we circle when we are trying to maintain position. 4670 ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) 4671 Appearance = WINGS 4672 4673 PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) 4674 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 4675 RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. 4676 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4677 RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4678 ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip 4679 LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. 4680 Apply2DFrictionWhenAirborne = Yes 4681 AirborneTargetingHeight = 10 4682 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly 4683 End 4684 ;------------------------------------------------------------------------------ 4685 Locomotor ToxinDropLocomotor 4686 4687 Surfaces = AIR 4688 Speed = 120 ; in dist/sec 4689 MinSpeed = 110 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 4690 Acceleration = 300 ; in dist/(sec^2) 4691 Braking = 1000 ; in dist/(sec^2) 4692 TurnRate = 720 ; in degrees/sec 4693 MaxThrustAngle = 90 ; in degrees (NOT degrees/sec) 4694 AllowAirborneMotiveForce = Yes 4695 Appearance = THRUST 4696 4697 End 4698 ;------------------------------------------------------------------------------ 4699 Locomotor ScorpionMissileLocomotor2 4700 Surfaces = AIR 4701 Speed = 400 ; in dist/sec 4702 MinSpeed = 120 ; in dist/sec. (THRUST items must have nonzero minspeeds!) 4703 Acceleration = 900 ; in dist/(sec^2) 4704 Braking = 0 ; in dist/(sec^2) 4705 TurnRate = 200 ; in degrees/sec 4706 MaxThrustAngle = 15 ; in degrees (NOT degrees/sec) 4707 AllowAirborneMotiveForce = Yes 4708 Appearance = THRUST 4709 End 4710 4711 ;------------------------------------------------------------------------------ 4712 Locomotor BalloonLocomotor 4713 Surfaces = AIR 4714 Speed = 15 ; in dist/sec 4715 TurnRate = 180 ; in degrees/sec 4716 Acceleration = 60 ; in dist/(sec^2) 4717 Lift = 120 ; in dist/(sec^2) 4718 Braking = 10 ; in dist/(sec^2) 4719 MinTurnSpeed = 5 ; in dist/sec 4720 PreferredHeight = 100 4721 AllowAirborneMotiveForce = Yes 4722 ZAxisBehavior = SURFACE_RELATIVE_HEIGHT 4723 Appearance = HOVER 4724 4725 PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. 4726 RollStiffness = 0.1 ; stiffness of the "springs" in the suspension side to side. 4727 PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4728 RollDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. 4729 ForwardVelocityPitchFactor = -0.05 ; How much velocity will cause the front to lift/dip 4730 LateralVelocityRollFactor = 0.1 ; How much cornering will cause the chassis to roll. 4731 Apply2DFrictionWhenAirborne = Yes 4732 AirborneTargetingHeight = 30 4733 LocomotorWorksWhenDead = Yes ; HelicopterSlowDeathBehavior needs this to function correctly 4734 End 4735
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