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1 ;-------------------------------- 2 Object AmericaJetSpectreGunship 3 4 ; *** ART Parameters *** 5 6 Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures 7 8 9 10 ;----NORMAL------------- 11 DefaultConditionState 12 Model = AVSGunship 13 WeaponFireFXBone = PRIMARY MUZZLE 14 WeaponFireFXBone = SECONDARY MUZZLE 15 WeaponMuzzleFlash = PRIMARY MUZZLEFX 16 WeaponMuzzleFlash = SECONDARY MUZZLEFX 17 End 18 19 ConditionState = DOOR_1_OPENING 20 Model = AVSGunship 21 Animation = AVSGunship.AVSGunship 22 AnimationMode = ONCE 23 Flags = MAINTAIN_FRAME_ACROSS_STATES 24 ParticleSysBone = WingTip01 SpectreContrail 25 ParticleSysBone = WingTip02 SpectreContrail 26 End 27 28 ConditionState = DOOR_1_CLOSING 29 Model = AVSGunship 30 Animation = AVSGunship.AVSGunship 31 AnimationMode = ONCE_BACKWARDS 32 Flags = MAINTAIN_FRAME_ACROSS_STATES 33 ParticleSysBone = WingTip01 JetContrailThin 34 ParticleSysBone = WingTip02 JetContrailThin 35 ParticleSysBone = Engine01 SpectreAfterburnerTrail 36 ParticleSysBone = Engine02 SpectreAfterburnerTrail 37 ParticleSysBone = Engine01 SpectreEngineFlare 38 ParticleSysBone = Engine02 SpectreEngineFlare 39 End 40 41 42 ;----DAMAGED------------- 43 ConditionState = DOOR_1_OPENING DAMAGED 44 Model = AVSGunship_D 45 Animation = AVSGunship_D.AVSGunship_D 46 AnimationMode = ONCE 47 Flags = MAINTAIN_FRAME_ACROSS_STATES 48 ParticleSysBone = WingTip01 SpectreContrail 49 ParticleSysBone = WingTip02 SpectreContrail 50 ParticleSysBone = Smoke01 JetFireLarge 51 ParticleSysBone = Smoke02 JetFireLarge 52 ParticleSysBone = Smoke01 JetSmokeLarge 53 ParticleSysBone = Smoke02 JetSmokeLarge 54 End 55 56 ConditionState = DOOR_1_CLOSING DAMAGED 57 Model = AVSGunship_D 58 Animation = AVSGunship_D.AVSGunship_D 59 AnimationMode = ONCE_BACKWARDS 60 Flags = MAINTAIN_FRAME_ACROSS_STATES 61 ParticleSysBone = WingTip01 JetContrailThin 62 ParticleSysBone = WingTip02 JetContrailThin 63 ParticleSysBone = Engine01 SpectreAfterburnerTrail 64 ParticleSysBone = Engine02 SpectreAfterburnerTrail 65 ParticleSysBone = Engine01 SpectreEngineFlare 66 ParticleSysBone = Engine02 SpectreEngineFlare 67 ParticleSysBone = Smoke01 JetFireLarge 68 ParticleSysBone = Smoke02 JetFireLarge 69 ParticleSysBone = Smoke01 JetSmokeLarge 70 ParticleSysBone = Smoke02 JetSmokeLarge 71 End 72 73 74 ;----REALLY DAMAGED------------- 75 ConditionState = DOOR_1_OPENING REALLYDAMAGED 76 Model = AVSGunship_D 77 Animation = AVSGunship_D.AVSGunship_D 78 AnimationMode = ONCE 79 Flags = MAINTAIN_FRAME_ACROSS_STATES 80 ParticleSysBone = WingTip01 SpectreContrail 81 ParticleSysBone = WingTip02 SpectreContrail 82 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 83 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 84 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 85 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 86 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 87 ParticleSysBone = Smoke01 JetSmokeLarge 88 ParticleSysBone = Smoke02 SpectreSmokeLarge 89 ParticleSysBone = Smoke03 JetSmokeLarge 90 ParticleSysBone = Smoke04 SpectreSmokeLarge 91 End 92 93 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 94 Model = AVSGunship_D 95 Animation = AVSGunship_D.AVSGunship_D 96 AnimationMode = ONCE_BACKWARDS 97 Flags = MAINTAIN_FRAME_ACROSS_STATES 98 ParticleSysBone = WingTip01 JetContrailThin 99 ParticleSysBone = WingTip02 JetContrailThin 100 ParticleSysBone = Engine01 SpectreAfterburnerTrail 101 ParticleSysBone = Engine02 SpectreAfterburnerTrail 102 ParticleSysBone = Engine01 SpectreEngineFlare 103 ParticleSysBone = Engine02 SpectreEngineFlare 104 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 105 ParticleSysBone = Smoke02 SpectreGunshipFireLarge 106 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 107 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 108 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 109 ParticleSysBone = Smoke01 JetSmokeLarge 110 ParticleSysBone = Smoke02 SpectreSmokeLarge 111 ParticleSysBone = Smoke03 JetSmokeLarge 112 ParticleSysBone = Smoke04 SpectreSmokeLarge 113 End 114 115 116 ConditionState = RUBBLE 117 Model = AVSGunship_D1 118 ParticleSysBone = Smoke01 SpectreGunshipFireLarge 119 ParticleSysBone = Smoke05 SpectreGunshipFireLarge 120 ParticleSysBone = Smoke03 SpectreGunshipFireLarge 121 ParticleSysBone = Smoke04 SpectreGunshipFireLarge 122 ParticleSysBone = Smoke01 SpectreSmokeLarge 123 ParticleSysBone = Smoke03 SpectreSmokeLarge 124 ParticleSysBone = Smoke02 SpectreSmokeLarge 125 ParticleSysBone = Smoke05 SpectreSmokeLarge 126 End 127 AliasConditionState = REALLYDAMAGED RUBBLE 128 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_CLOSING 129 AliasConditionState = REALLYDAMAGED RUBBLE DOOR_1_OPENING 130 131 132 133 OkToChangeModelColor = Yes 134 135 ParticlesAttachedToAnimatedBones = Yes 136 137 138 End 139 140 141 142 ; ***DESIGN parameters *** 143 DisplayName = OBJECT:SpectreGunship 144 EditorSorting = VEHICLE 145 Side = America 146 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 147 VisionRange = 300.0 148 ShroudClearingRange = 300 149 Prerequisites 150 Object = AmericaAirfield 151 End 152 153 ArmorSet 154 Conditions = None 155 Armor = SpectreGunshipArmor 156 DamageFX = None 157 End 158 ArmorSet 159 Conditions = PLAYER_UPGRADE 160 Armor = CountermeasuresSpectreGunshipArmor 161 DamageFX = None 162 End 163 164 165 WeaponSet 166 Conditions = None 167 Weapon = PRIMARY SpectreHowitzerGun 168 End 169 170 ExperienceValue = 50 100 150 400 ;Experience point value at each level 171 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 172 IsTrainable = No ;Not Player built, so no veterancy.............................. 173 174 ; *** AUDIO Parameters *** 175 VoiceSelect = SpectreGunshipVoiceSelect 176 VoiceAttack = SpectreGunshipVoiceAttack 177 VoiceMove = SpectreGunshipVoiceMove 178 SoundAmbient = SpectreGunshipAmbientLoop 179 SoundAmbientRubble = NoSound 180 UnitSpecificSounds 181 Afterburner = SpectreGunshipAfterburnerLoop 182 HowitzerFire = SpectreHowitzerWeapon 183 End 184 185 186 ; *** ENGINEERING Parameters *** 187 RadarPriority = UNIT 188 KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED 189 190 Body = ActiveBody ModuleTag_03 191 MaxHealth = 1000.0 192 InitialHealth = 1000.0 193 End 194 195 ExperienceValue = 40 40 40 40 ; Experience point value at each level 196 197 Behavior = JetSlowDeathBehavior ModuleTag_04 198 DestructionDelay = 99999999 ; destruction will happen when we 199 RollRate = 0.0 200 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 201 PitchRate = 0.0 202 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 203 FXInitialDeath = FX_SpectreGunshipExplosionLight 204 OCLInitialDeath = None 205 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 206 FXSecondary = FX_spectreDeathExplosion 207 OCLSecondary = None 208 FXHitGround = FX_spectreGunshipDeathExplosion 209 OCLHitGround = OCL_A10DeathHitGround 210 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 211 ; FXFinalBlowUp = FX_spectreGunshipDeathExplosion 212 OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp 213 End 214 215 Behavior = PhysicsBehavior ModuleTag_05 216 Mass = 500.0 217 End 218 219 ;SCRIPTED SUPPORT: These special power is triggered directly 220 ;from the transport without creating a transport. This is done 221 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 222 ;which also prevents creating the payload transport. 223 224 Behavior = AIUpdateInterface ModuleTag_07 225 ForbidPlayerCommands = Yes ; this AIUpdate will only do command if from script or AI, not player 226 End 227 Locomotor = SET_PANIC SpectreGunshipTransitLocomotor 228 Locomotor = SET_NORMAL SpectreGunshipOrbitLocomotor 229 230 Behavior = SpecialAbility ModuleTag_32 231 SpecialPowerTemplate = SuperweaponSpectreGunship 232 UpdateModuleStartsAttack = Yes 233 End 234 235 236 Behavior = SpectreGunshipUpdate ModuleTag_10 237 GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke 238 SpecialPowerTemplate = SuperweaponSpectreGunship 239 HowitzerWeaponTemplate = SpectreHowitzerGun 240 GattlingTemplateName = SpectreGunshipGattlingCannon 241 RandomOffsetForHowitzer = 20 242 TargetingReticleRadius = 25 243 OrbitInsertionSlope = 0.7 ; steepness of orbit entry 244 GunshipOrbitRadius = 250 245 HowitzerFiringRate = 300 ; how long between each attempted shot of howitzer 246 HowitzerFollowLag = 400 ;600 ; how long after gattling acquires target can howitzer shoot same 247 StrafingIncrement = 20 ; how far apart is each shot of the gattling as it strafes 248 AttackAreaRadius = 200 249 OrbitTime = 15000 ;20000 ;32000 ; thirty-two seconds 250 251 AttackAreaDecal 252 Texture = SCCSpecTarg 253 Style = SHADOW_ALPHA_DECAL 254 OpacityMin = 25% 255 OpacityMax = 50% 256 OpacityThrobTime = 1500 257 Color = R:127 G:177 B:222 A:255 258 OnlyVisibleToOwningPlayer = Yes 259 End 260 TargetingReticleDecal 261 Texture = SCCSpecRet 262 Style = SHADOW_ALPHA_DECAL 263 OpacityMin = 50% 264 OpacityMax = 100% 265 OpacityThrobTime = 300 266 Color = R:127 G:177 B:222 A:255 267 OnlyVisibleToOwningPlayer = Yes 268 End 269 End 270 271 272 273 274 275 Behavior = HelixContain ModuleTag_09 276 Slots = 1 277 DamagePercentToUnits = 100% 278 AllowInsideKindOf = PORTABLE_STRUCTURE 279 PassengersAllowedToFire = Yes 280 ShouldDrawPips = No 281 End 282 283 284 Behavior = FlammableUpdate ModuleTag_08 285 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 286 AflameDamageAmount = 3 ; taking this much damage... 287 AflameDamageDelay = 500 ; this often. 288 End 289 290 Behavior = ArmorUpgrade ModuleTag_Armor01 291 TriggeredBy = Upgrade_AmericaCountermeasures 292 End 293 294 Behavior = CountermeasuresBehavior ModuleTag_11 295 TriggeredBy = Upgrade_AmericaCountermeasures 296 FlareTemplateName = CountermeasureFlare 297 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 298 VolleySize = 4 ; Number of flares launched per volley (requires bones) 299 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 300 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 301 DelayBetweenVolleys = 1000 ; Time between flare volleys 302 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 303 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 304 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 305 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 306 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 307 End 308 309 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01 310 ;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings 311 312 313 Geometry = Box 314 GeometryIsSmall = No 315 GeometryMajorRadius = 40.0 316 GeometryMinorRadius = 10.0 317 GeometryHeight = 10.0 318 Shadow = SHADOW_VOLUME 319 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 320 321 End 322 ;-------------------------------- 323 ;------------------------------------------------------------------------------ 324 Object SpectreGunshipGattlingCannon 325 326 ; *** ART Parameters *** 327 Draw = W3DDependencyModelDraw ModuleTag_01 328 OkToChangeModelColor = Yes 329 AttachToBoneInContainer = CHASIS 330 331 DefaultConditionState 332 Model = AVSGUNSHIP_GUN 333 TurretPitch = TURRETEL01 334 WeaponFireFXBone = PRIMARY Muzzle 335 WeaponFireFXBone = SECONDARY Muzzle 336 WeaponMuzzleFlash = PRIMARY MuzzleFX 337 WeaponMuzzleFlash = SECONDARY MuzzleFX 338 End 339 340 End 341 342 ; ***DESIGN parameters *** 343 Side = China 344 EditorSorting = SYSTEM 345 TransportSlotCount = 1 346 WeaponSet 347 Conditions = None 348 Weapon = PRIMARY SpectreGattlingGun 349 End 350 351 ArmorSet 352 Conditions = None 353 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 354 End 355 VisionRange = 200 356 357 ; *** AUDIO Parameters *** 358 UnitSpecificSounds 359 TurretMoveStart = NoSound 360 TurretMoveLoop = NoSound ;TurretMoveLoop 361 VoiceRapidFire = NoSound 362 End 363 364 ; *** ENGINEERING Parameters *** 365 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 366 Body = StructureBody ModuleTag_02 367 MaxHealth = 100.0 368 InitialHealth = 100.0 369 End 370 371 Behavior = AIUpdateInterface ModuleTag_03 372 Turret 373 ControlledWeaponSlots = PRIMARY 374 TurretTurnRate = 160 // turn rate, in degrees per sec 375 TurretPitchRate = 160 376 AllowsPitch = Yes 377 End 378 AutoAcquireEnemiesWhenIdle = No 379 End 380 381 Behavior = DestroyDie ModuleTag_04 382 ;nothing 383 End 384 385 Geometry = BOX 386 GeometryMajorRadius = 20.0 387 GeometryMinorRadius = 3.0 388 GeometryHeight = 3.0 389 GeometryIsSmall = No 390 Shadow = NONE 391 392 End 393 394 ;------------------------------------------------------------------------------ 395 Object SpectreGunshipHowitzer 396 397 ; *** ART Parameters *** 398 Draw = W3DModelDraw ModuleTag_01 399 OkToChangeModelColor = Yes 400 401 DefaultConditionState 402 Model = AVSGUNSHIP_GHOW 403 TurretPitch = TURRETEL01 404 WeaponFireFXBone = PRIMARY Muzzle 405 WeaponFireFXBone = SECONDARY Muzzle 406 WeaponMuzzleFlash = PRIMARY MuzzleFX 407 WeaponMuzzleFlash = SECONDARY MuzzleFX 408 End 409 410 End 411 412 ; ***DESIGN parameters *** 413 Side = China 414 EditorSorting = SYSTEM 415 TransportSlotCount = 1 416 WeaponSet 417 Conditions = None 418 Weapon = PRIMARY SpectreHowitzerGun 419 End 420 421 ArmorSet 422 Conditions = None 423 Armor = InvulnerableAllArmor ; We can't be hurt on the field. We share damage from the Overlord with his damage module 424 End 425 VisionRange = 200 426 427 ; *** AUDIO Parameters *** 428 UnitSpecificSounds 429 TurretMoveStart = NoSound 430 TurretMoveLoop = NoSound ;TurretMoveLoop 431 VoiceRapidFire = NoSound 432 End 433 434 ; *** ENGINEERING Parameters *** 435 KindOf = PRELOAD PORTABLE_STRUCTURE CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI 436 Body = StructureBody ModuleTag_02 437 MaxHealth = 100.0 438 InitialHealth = 100.0 439 End 440 441 Behavior = AIUpdateInterface ModuleTag_03 442 Turret 443 ControlledWeaponSlots = PRIMARY SECONDARY 444 TurretTurnRate = 60 // turn rate, in degrees per sec 445 TurretPitchRate = 60 446 AllowsPitch = Yes 447 End 448 AutoAcquireEnemiesWhenIdle = No 449 End 450 451 Behavior = DestroyDie ModuleTag_04 452 ;nothing 453 End 454 455 Behavior = StealthDetectorUpdate ModuleTag_06 456 DetectionRate = 500 ; how often to rescan for stealthed things in my sight (msec) 457 ;DetectionRange = ??? ; Defaults to VisionRange 458 CanDetectWhileContained = Yes 459 End 460 461 Geometry = BOX 462 GeometryMajorRadius = 13.0 463 GeometryMinorRadius = 13.0 464 GeometryHeight = 8.0 465 GeometryIsSmall = No 466 Shadow = NONE 467 468 End 469 470 471 472 473 474 475 476 477 478 ;------------------------------------------------------------------------------ 479 Object AmericaJetRaptor 480 481 ; *** ART Parameters *** 482 SelectPortrait = T21 483 ButtonImage = T21 484 485 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 486 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 487 UpgradeCameo3 = Upgrade_AmericaCountermeasures 488 ;UpgradeCameo4 = NONE 489 ;UpgradeCameo5 = NONE 490 491 Draw = W3DModelDraw ModuleTag_01 492 493 DefaultConditionState 494 Model = avf16 495 HideSubObject = BurnerFX01 BurnerFX02 496 WeaponLaunchBone = PRIMARY WeaponA 497 End 498 499 ConditionState = JETEXHAUST 500 ; exhaust 501 ParticleSysBone = Wingtip01 JetContrail 502 ParticleSysBone = Wingtip02 JetContrail 503 End 504 505 ConditionState = JETEXHAUST JETAFTERBURNER 506 ; exhaust 507 ParticleSysBone = Wingtip01 JetContrail 508 ParticleSysBone = Wingtip02 JetContrail 509 ; afterburner 510 ShowSubObject = BurnerFX01 BurnerFX02 511 ParticleSysBone = Engine01 JetLenzflare 512 ParticleSysBone = Engine02 JetLenzflare 513 End 514 515 ConditionState = REALLYDAMAGED 516 Model = avf16 517 ; damage 518 ParticleSysBone = Smoke01 JetSmoke 519 ParticleSysBone = Engine01 JetEngineDamagedSmoke 520 End 521 522 ConditionState = REALLYDAMAGED JETEXHAUST 523 Model = avf16 524 ; damage 525 ParticleSysBone = Smoke01 JetSmoke 526 ParticleSysBone = Engine01 JetEngineDamagedSmoke 527 ; exhaust 528 ParticleSysBone = Wingtip01 JetContrail 529 ParticleSysBone = Wingtip02 JetContrail 530 End 531 532 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 533 Model = avf16 534 ; damage 535 ParticleSysBone = Smoke01 JetSmoke 536 ParticleSysBone = Engine01 JetEngineDamagedSmoke 537 ; afterburner 538 ShowSubObject = BurnerFX01 BurnerFX02 539 ParticleSysBone = Engine01 JetLenzflare 540 ParticleSysBone = Engine02 JetLenzflare 541 ; exhaust 542 ParticleSysBone = Wingtip01 JetContrail 543 ParticleSysBone = Wingtip02 JetContrail 544 End 545 546 ConditionState = RUBBLE 547 Model = avf16 548 HideSubObject = None 549 ShowSubObject = None 550 End 551 552 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 553 Model = avf16 554 ;HideSubObject is needed cause there're inherited from default condition state 555 HideSubObject = None 556 ShowSubObject = None 557 ParticleSysBone = Engine01 JetExhaust 558 ParticleSysBone = Engine02 JetExhaust 559 ; exhaust 560 ParticleSysBone = Wingtip01 JetContrail 561 ParticleSysBone = Wingtip02 JetContrail 562 End 563 564 OkToChangeModelColor = Yes 565 566 End 567 568 ; ***DESIGN parameters *** 569 DisplayName = OBJECT:Raptor 570 EditorSorting = VEHICLE 571 Side = America 572 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 573 VisionRange = 200.0 574 ShroudClearingRange = 400 575 Prerequisites 576 Object = AmericaAirfield 577 End 578 579 WeaponSet 580 Conditions = None 581 Weapon = PRIMARY RaptorJetMissileWeapon 582 End 583 WeaponSet 584 Conditions = PLAYER_UPGRADE 585 Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon 586 End 587 ArmorSet 588 Conditions = None 589 Armor = AirplaneArmor 590 DamageFX = None 591 End 592 ArmorSet 593 Conditions = PLAYER_UPGRADE 594 Armor = CountermeasuresAirplaneArmor 595 DamageFX = None 596 End 597 598 599 BuildCost = 1400 600 BuildTime = 20 601 ExperienceValue = 50 50 100 150 ;Experience point value at each level 602 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 603 IsTrainable = Yes ;Can gain experience 604 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 605 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 606 CommandSet = AmericaJetRaptorCommandSet 607 608 ; *** AUDIO Parameters *** 609 VoiceSelect = RaptorVoiceSelect 610 VoiceMove = RaptorVoiceMove 611 VoiceAttack = RaptorVoiceAttack 612 VoiceAttackAir = RaptorVoiceAttackAir 613 VoiceGuard = RaptorVoiceAirPatrol 614 SoundAmbient = RaptorAmbientLoop 615 SoundAmbientRubble = NoSound 616 ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield 617 ; SoundAmbient = NoSound 618 UnitSpecificSounds 619 VoiceCreate = RaptorVoiceCreate 620 SoundEject = PilotSoundEject 621 VoiceEject = PilotVoiceEject 622 Afterburner = RaptorAfterburner 623 VoiceLowFuel = RaptorVoiceLowFuel 624 VoiceGarrison = RaptorVoiceMove 625 End 626 627 ; *** ENGINEERING Parameters *** 628 RadarPriority = UNIT 629 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 630 Body = ActiveBody ModuleTag_02 631 MaxHealth = 160.0 632 InitialHealth = 160.0 633 End 634 635 Behavior = WeaponSetUpgrade ModuleTag_03 636 TriggeredBy = Upgrade_AmericaLaserMissiles 637 End 638 Behavior = ArmorUpgrade ModuleTag_Armor01 639 TriggeredBy = Upgrade_AmericaCountermeasures 640 End 641 642 Behavior = CountermeasuresBehavior ModuleTag_10 643 TriggeredBy = Upgrade_AmericaCountermeasures 644 FlareTemplateName = CountermeasureFlare 645 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 646 VolleySize = 3 ; Number of flares launched per volley (requires bones) 647 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 648 VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value. 649 DelayBetweenVolleys = 1000 ; Time between flare volleys 650 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 651 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 652 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 653 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 654 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 655 End 656 657 Behavior = ExperienceScalarUpgrade ModuleTag_04 658 TriggeredBy = Upgrade_AmericaAdvancedTraining 659 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 660 End 661 662 Behavior = JetSlowDeathBehavior ModuleTag_05 663 FXOnGroundDeath = FX_JetOnGroundDeath 664 OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp 665 DestructionDelay = 99999999; destruction will happen when we 666 RollRate = 0.2 667 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 668 PitchRate = 0.0 669 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 670 FXInitialDeath = FX_RaptorDeathInitial 671 OCLInitialDeath = OCL_RaptorDeathInitial 672 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 673 FXSecondary = FX_JetDeathSecondary 674 OCLSecondary = OCL_RaptorDeathSecondary 675 FXHitGround = FX_JetDeathHitGround 676 OCLHitGround = OCL_RaptorDeathHitGround 677 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 678 FXFinalBlowUp = FX_JetDeathFinalBlowUp 679 OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp 680 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 681 End 682 Behavior = EjectPilotDie ModuleTag_06 683 ExemptStatus = HIJACKED 684 GroundCreationList = OCL_EjectPilotOnGround 685 AirCreationList = OCL_EjectPilotViaParachute 686 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 687 End 688 689 Behavior = PhysicsBehavior ModuleTag_07 690 Mass = 500.0 691 End 692 693 Behavior = TransitionDamageFX ModuleTag_08 694 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 695 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 696 End 697 698 Behavior = JetAIUpdate ModuleTag_09 699 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 700 ; note that it's expressed as a percent of max health, not an absolute 701 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 702 TakeoffPause = 500 703 MinHeight = 5 704 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors 705 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 706 End 707 Locomotor = SET_NORMAL RaptorJetLocomotor 708 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 709 710 Behavior = FlammableUpdate ModuleTag_21 711 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 712 AflameDamageAmount = 3 ; taking this much damage... 713 AflameDamageDelay = 500 ; this often. 714 End 715 716 717 Geometry = Box 718 GeometryIsSmall = Yes 719 GeometryMajorRadius = 14.0 720 GeometryMinorRadius = 7.0 721 GeometryHeight = 5.0 722 Shadow = SHADOW_VOLUME 723 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. 724 725 End 726 727 728 ;------------------------------------------------------------------------------ 729 Object AmericaJetAircraftCarrierRaptor 730 731 ; *** ART Parameters *** 732 SelectPortrait = SACRaptor_L 733 ButtonImage = SACRaptor 734 735 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 736 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 737 UpgradeCameo3 = Upgrade_AmericaCountermeasures 738 ;UpgradeCameo4 = NONE 739 ;UpgradeCameo5 = NONE 740 741 Draw = W3DModelDraw ModuleTag_01 742 743 DefaultConditionState 744 Model = AVRaptor 745 HideSubObject = BurnerFX01 BurnerFX02 746 WeaponLaunchBone = PRIMARY WeaponA 747 End 748 749 ConditionState = JETEXHAUST 750 ; exhaust 751 ParticleSysBone = Wingtip01 JetContrail 752 ParticleSysBone = Wingtip02 JetContrail 753 End 754 755 ConditionState = JETEXHAUST JETAFTERBURNER 756 ; exhaust 757 ParticleSysBone = Wingtip01 JetContrail 758 ParticleSysBone = Wingtip02 JetContrail 759 ; afterburner 760 ShowSubObject = BurnerFX01 BurnerFX02 761 ParticleSysBone = Engine01 JetLenzflare 762 ParticleSysBone = Engine02 JetLenzflare 763 End 764 765 ConditionState = REALLYDAMAGED 766 Model = AVRaptor_D 767 ; damage 768 ParticleSysBone = Smoke01 JetSmoke 769 ParticleSysBone = Engine01 JetEngineDamagedSmoke 770 End 771 772 ConditionState = REALLYDAMAGED JETEXHAUST 773 Model = AVRaptor_D 774 ; damage 775 ParticleSysBone = Smoke01 JetSmoke 776 ParticleSysBone = Engine01 JetEngineDamagedSmoke 777 ; exhaust 778 ParticleSysBone = Wingtip01 JetContrail 779 ParticleSysBone = Wingtip02 JetContrail 780 End 781 782 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 783 Model = AVRaptor_D 784 ; damage 785 ParticleSysBone = Smoke01 JetSmoke 786 ParticleSysBone = Engine01 JetEngineDamagedSmoke 787 ; afterburner 788 ShowSubObject = BurnerFX01 BurnerFX02 789 ParticleSysBone = Engine01 JetLenzflare 790 ParticleSysBone = Engine02 JetLenzflare 791 ; exhaust 792 ParticleSysBone = Wingtip01 JetContrail 793 ParticleSysBone = Wingtip02 JetContrail 794 End 795 796 ConditionState = RUBBLE 797 Model = AVRaptor_D1B 798 HideSubObject = None 799 ShowSubObject = None 800 End 801 802 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 803 Model = AVRaptor_D1B 804 ;HideSubObject is needed cause there're inherited from default condition state 805 HideSubObject = None 806 ShowSubObject = None 807 ParticleSysBone = Engine01 JetExhaust 808 ParticleSysBone = Engine02 JetExhaust 809 ; exhaust 810 ParticleSysBone = Wingtip01 JetContrail 811 ParticleSysBone = Wingtip02 JetContrail 812 End 813 814 OkToChangeModelColor = Yes 815 816 End 817 818 ; ***DESIGN parameters *** 819 DisplayName = OBJECT:Raptor 820 EditorSorting = VEHICLE 821 Side = America 822 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 823 VisionRange = 180.0 824 ShroudClearingRange = 400 825 826 WeaponSet 827 Conditions = None 828 Weapon = PRIMARY AircraftCarrierRaptorJetMissileWeapon 829 End 830 WeaponSet 831 Conditions = PLAYER_UPGRADE 832 Weapon = PRIMARY AircraftCarrierRaptorJetLaserGuidedMissileWeapon 833 End 834 ArmorSet 835 Conditions = None 836 Armor = AirplaneArmor 837 DamageFX = None 838 End 839 ArmorSet 840 Conditions = PLAYER_UPGRADE 841 Armor = CountermeasuresAirplaneArmor 842 DamageFX = None 843 End 844 845 846 BuildCost = 0 847 BuildTime = 4 848 ExperienceValue = 50 50 100 150 ;Experience point value at each level 849 ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level 850 IsTrainable = Yes ;Can gain experience 851 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 852 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 853 CommandSet = AmericaJetRaptorCommandSet 854 855 ; *** AUDIO Parameters *** 856 VoiceSelect = RaptorVoiceSelect 857 VoiceMove = RaptorVoiceMove 858 VoiceAttack = RaptorVoiceAttack 859 VoiceAttackAir = RaptorVoiceAttackAir 860 VoiceGuard = RaptorVoiceAirPatrol 861 SoundAmbient = RaptorAmbientLoop 862 SoundAmbientRubble = NoSound 863 ; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield 864 ; SoundAmbient = NoSound 865 UnitSpecificSounds 866 VoiceCreate = NoSound 867 SoundEject = PilotSoundEject 868 VoiceEject = PilotVoiceEject 869 Afterburner = RaptorAfterburner 870 VoiceLowFuel = RaptorVoiceLowFuel 871 VoiceGarrison = RaptorVoiceMove 872 End 873 874 ; *** ENGINEERING Parameters *** 875 RadarPriority = UNIT 876 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE AIRCRAFT 877 Body = ActiveBody ModuleTag_02 878 MaxHealth = 160.0 879 InitialHealth = 160.0 880 End 881 882 Behavior = WeaponSetUpgrade ModuleTag_03 883 TriggeredBy = Upgrade_AmericaLaserMissiles 884 End 885 Behavior = ArmorUpgrade ModuleTag_Armor01 886 TriggeredBy = Upgrade_AmericaCountermeasures 887 End 888 889 Behavior = CountermeasuresBehavior ModuleTag_10 890 TriggeredBy = Upgrade_AmericaCountermeasures 891 FlareTemplateName = CountermeasureFlare 892 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 893 VolleySize = 3 ; Number of flares launched per volley (requires bones) 894 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 895 VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value. 896 DelayBetweenVolleys = 1000 ; Time between flare volleys 897 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 898 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 899 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 900 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 901 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 902 End 903 904 Behavior = ExperienceScalarUpgrade ModuleTag_04 905 TriggeredBy = Upgrade_AmericaAdvancedTraining 906 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 907 End 908 909 Behavior = JetSlowDeathBehavior ModuleTag_05 910 FXOnGroundDeath = FX_JetOnGroundDeath 911 OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp 912 DestructionDelay = 99999999; destruction will happen when we 913 RollRate = 0.2 914 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 915 PitchRate = 0.0 916 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 917 FXInitialDeath = FX_RaptorDeathInitial 918 OCLInitialDeath = OCL_RaptorDeathInitial 919 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 920 FXSecondary = FX_JetDeathSecondary 921 OCLSecondary = OCL_RaptorDeathSecondary 922 FXHitGround = FX_JetDeathHitGround 923 OCLHitGround = OCL_RaptorDeathHitGround 924 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 925 FXFinalBlowUp = FX_JetDeathFinalBlowUp 926 OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp 927 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 928 End 929 Behavior = EjectPilotDie ModuleTag_06 930 ExemptStatus = HIJACKED 931 GroundCreationList = OCL_EjectPilotOnGround 932 AirCreationList = OCL_EjectPilotViaParachute 933 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 934 End 935 936 Behavior = PhysicsBehavior ModuleTag_07 937 Mass = 500.0 938 End 939 940 Behavior = TransitionDamageFX ModuleTag_08 941 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 942 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 943 End 944 945 Behavior = JetAIUpdate ModuleTag_09 946 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 947 ; note that it's expressed as a percent of max health, not an absolute 948 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 949 TakeoffPause = 500 950 MinHeight = 5 951 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors 952 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 953 AutoAcquireEnemiesWhenIdle = YES ATTACK_BUILDINGS 954 End 955 Locomotor = SET_NORMAL RaptorJetLocomotor 956 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 957 958 Behavior = FlammableUpdate ModuleTag_21 959 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 960 AflameDamageAmount = 3 ; taking this much damage... 961 AflameDamageDelay = 500 ; this often. 962 End 963 964 965 Geometry = Box 966 GeometryIsSmall = Yes 967 GeometryMajorRadius = 14.0 968 GeometryMinorRadius = 7.0 969 GeometryHeight = 5.0 970 Shadow = SHADOW_VOLUME 971 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. 972 973 End 974 975 976 977 978 979 980 981 ;------------------------------------------------------------------------------ 982 Object AmericaJetB52 983 984 ; *** ART Parameters *** 985 Draw = W3DModelDraw ModuleTag_01 986 DefaultConditionState 987 Model = AVBomber 988 ParticleSysBone = Engine00 JetBlackTrailThin 989 ParticleSysBone = Engine02 JetBlackTrailThin 990 ParticleSysBone = Engine03 JetBlackTrailThin 991 ParticleSysBone = Engine04 JetBlackTrailThin 992 ParticleSysBone = WingTip01 JetContrailThin 993 ParticleSysBone = WingTip02 JetContrailThin 994 End 995 ConditionState = DAMAGED 996 Model = AVBomber_D 997 ParticleSysBone = Smoke01 JetFireLarge 998 ParticleSysBone = Smoke02 JetFireLarge 999 ParticleSysBone = Engine00 JetBlackTrailThin 1000 ParticleSysBone = Engine02 JetBlackTrailThin 1001 ParticleSysBone = Engine03 JetBlackTrailThin 1002 ParticleSysBone = Engine04 JetBlackTrailThin 1003 ParticleSysBone = Smoke01 JetSmokeLarge 1004 ParticleSysBone = Smoke02 JetSmokeLarge 1005 End 1006 ConditionState = REALLYDAMAGED 1007 Model = AVBomber_D 1008 ParticleSysBone = Smoke01 JetFireLarge 1009 ParticleSysBone = Smoke02 JetFireLarge 1010 ParticleSysBone = Engine00 JetBlackTrailThin 1011 ParticleSysBone = Engine02 JetBlackTrailThin 1012 ParticleSysBone = Engine03 JetBlackTrailThin 1013 ParticleSysBone = Engine04 JetBlackTrailThin 1014 ParticleSysBone = Smoke01 JetSmokeLarge 1015 ParticleSysBone = Smoke02 JetSmokeLarge 1016 End 1017 ConditionState = RUBBLE 1018 Model = AVBomber_D1 1019 ParticleSysBone = Smoke01 JetFireLarge 1020 ParticleSysBone = Smoke02 JetFireLarge 1021 ParticleSysBone = Smoke01 JetSmokeLarge 1022 ParticleSysBone = Smoke02 JetSmokeLarge 1023 End 1024 OkToChangeModelColor = Yes 1025 End 1026 1027 Draw = W3DModelDraw ModuleTag_02 1028 DefaultConditionState 1029 Model = AVBomber_A2U 1030 Animation = AVBomber_A2K.AVBomber_A2 1031 AnimationMode = MANUAL 1032 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1033 End 1034 ConditionState = DOOR_1_OPENING 1035 Animation = AVBomber_A2K.AVBomber_A2 1036 AnimationMode = ONCE 1037 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1038 End 1039 ConditionState = DOOR_1_CLOSING 1040 Animation = AVBomber_A2K.AVBomber_A2 1041 AnimationMode = ONCE_BACKWARDS 1042 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 1043 End 1044 1045 ConditionState = REALLYDAMAGED 1046 Model = AVBomber_A2DU 1047 Animation = AVBomber_A2K.AVBomber_A2 1048 AnimationMode = MANUAL 1049 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1050 End 1051 ConditionState = DOOR_1_OPENING REALLYDAMAGED 1052 Model = AVBomber_A2DU 1053 Animation = AVBomber_A2K.AVBomber_A2 1054 AnimationMode = ONCE 1055 Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES 1056 End 1057 ConditionState = DOOR_1_CLOSING REALLYDAMAGED 1058 Model = AVBomber_A2DU 1059 Animation = AVBomber_A2K.AVBomber_A2 1060 AnimationMode = ONCE_BACKWARDS 1061 Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES 1062 End 1063 End 1064 1065 ; ***DESIGN parameters *** 1066 DisplayName = OBJECT:B52 1067 EditorSorting = VEHICLE 1068 Side = America 1069 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1070 VisionRange = 0.0 1071 ArmorSet 1072 Conditions = None 1073 Armor = AirplaneArmor 1074 DamageFX = TankDamageFX 1075 End 1076 ArmorSet 1077 Conditions = PLAYER_UPGRADE 1078 Armor = CountermeasuresAirplaneArmor 1079 DamageFX = None 1080 End 1081 CommandSet = Command_ScriptedTransportDrops 1082 1083 ; *** AUDIO Parameters *** 1084 SoundAmbient = B52AmbientLoop 1085 SoundAmbientRubble = NoSound 1086 1087 ; *** ENGINEERING Parameters *** 1088 RadarPriority = UNIT 1089 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT IGNORED_IN_GUI EMP_HARDENED 1090 Body = ActiveBody ModuleTag_03 1091 MaxHealth = 1000.0 1092 InitialHealth = 1000.0 1093 End 1094 1095 ExperienceValue = 50 50 50 50 ; Experience point value at each level 1096 1097 ;SCRIPTED SUPPORT: These special powers are triggered directly 1098 ;from the transport without creating a transport. This is done 1099 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 1100 ;which also prevents creating the payload transport. 1101 Behavior = OCLSpecialPower ModuleTag_04 1102 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 1103 OCL = SUPERWEAPON_DaisyCutter 1104 CreateLocation = USE_OWNER_OBJECT 1105 ScriptedSpecialPowerOnly = Yes 1106 End 1107 Behavior = OCLSpecialPower ModuleTag_05 1108 SpecialPowerTemplate = SuperweaponParadropAmerica 1109 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 1110 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 1111 OCL = SUPERWEAPON_Paradrop1 1112 CreateLocation = USE_OWNER_OBJECT 1113 ScriptedSpecialPowerOnly = Yes 1114 End 1115 Behavior = OCLSpecialPower ModuleTag_06 1116 SpecialPowerTemplate = SuperweaponCarpetBomb 1117 OCL = SUPERWEAPON_CarpetBomb 1118 CreateLocation = USE_OWNER_OBJECT 1119 ScriptedSpecialPowerOnly = Yes 1120 End 1121 1122 Behavior = PhysicsBehavior ModuleTag_07 1123 Mass = 500.0 1124 End 1125 1126 Behavior = DeliverPayloadAIUpdate ModuleTag_08 1127 DoorDelay = 500 1128 MaxAttempts = 4 1129 DropOffset = X:0 Y:0 Z:-10 1130 DropDelay = 300 ; time in between each item dropped (if more than one) 1131 PutInContainer = AmericaParachute 1132 DeliveryDistance = 150 1133 End 1134 Locomotor = SET_NORMAL B52Locomotor 1135 1136 Behavior = TransportContain ModuleTag_09 1137 Slots = 100 ; hey, it's a BIG transport 1138 ScatterNearbyOnExit = No 1139 OrientLikeContainerOnExit = Yes 1140 KeepContainerVelocityOnExit = Yes 1141 ExitPitchRate = 30 1142 ExitBone = WeaponA01 1143 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 1144 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 1145 NumberOfExitPaths = 0 1146 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 1147 End 1148 1149 Behavior = JetSlowDeathBehavior ModuleTag_10 1150 DestructionDelay = 2000 1151 RollRate = 0.0 1152 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1153 PitchRate = 0 1154 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1155 FXInitialDeath = FX_JetBigDeathInitial 1156 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 1157 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 1158 OCLSecondary = OCL_AmericaJetCargoHulkDeath 1159 FXSecondary = FX_BigPlaneDeath 1160 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 1161 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 1162 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1163 End 1164 1165 Behavior = TransitionDamageFX ModuleTag_11 1166 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1167 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 1168 End 1169 1170 Behavior = ArmorUpgrade ModuleTag_Armor01 1171 TriggeredBy = Upgrade_AmericaCountermeasures 1172 End 1173 1174 Behavior = CountermeasuresBehavior ModuleTag_12 1175 TriggeredBy = Upgrade_AmericaCountermeasures 1176 FlareTemplateName = CountermeasureFlare 1177 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1178 VolleySize = 4 ; Number of flares launched per volley (requires bones) 1179 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1180 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1181 DelayBetweenVolleys = 1000 ; Time between flare volleys 1182 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 1183 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1184 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1185 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1186 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1187 End 1188 1189 Geometry = Box 1190 GeometryIsSmall = No 1191 GeometryMajorRadius = 60.0 1192 GeometryMinorRadius = 10.0 1193 GeometryHeight = 10.0 1194 Shadow = SHADOW_VOLUME 1195 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1196 1197 End 1198 1199 1200 1201 1202 1203 1204 1205 ;------------------------------------------------------------------------------ 1206 Object AmericaJetAurora 1207 1208 ; *** ART Parameters *** 1209 SelectPortrait = SAAurora_L 1210 ButtonImage = SAAurora 1211 1212 UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 1213 UpgradeCameo2 = Upgrade_AmericaCountermeasures 1214 ;UpgradeCameo3 = NONE 1215 ;UpgradeCameo4 = NONE 1216 ;UpgradeCameo5 = NONE 1217 1218 Draw = W3DModelDraw ModuleTag_01 1219 1220 DefaultConditionState 1221 Model = AVAurora 1222 HideSubObject = BurnerFX03 BurnerFX04 1223 WeaponLaunchBone = PRIMARY WeaponA 1224 End 1225 1226 ConditionState = JETEXHAUST 1227 ; exhaust 1228 ParticleSysBone = Wingtip01 JetContrail 1229 ParticleSysBone = Wingtip02 JetContrail 1230 End 1231 1232 ConditionState = JETEXHAUST JETAFTERBURNER 1233 ; exhaust 1234 ParticleSysBone = Wingtip01 JetContrail 1235 ParticleSysBone = Wingtip02 JetContrail 1236 ; afterburner 1237 ShowSubObject = BurnerFX03 BurnerFX04 1238 ParticleSysBone = Engine01 JetLenzflare 1239 ParticleSysBone = Engine02 JetLenzflare 1240 End 1241 1242 ConditionState = REALLYDAMAGED 1243 Model = AVAurora_D 1244 ; damage 1245 ParticleSysBone = Smoke01 JetSmoke 1246 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1247 End 1248 1249 ConditionState = REALLYDAMAGED JETEXHAUST 1250 Model = AVAurora_D 1251 ; damage 1252 ParticleSysBone = Smoke01 JetSmoke 1253 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1254 ; exhaust 1255 ParticleSysBone = Wingtip01 JetContrail 1256 ParticleSysBone = Wingtip02 JetContrail 1257 End 1258 1259 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1260 Model = AVAurora_D 1261 ; damage 1262 ParticleSysBone = Smoke01 JetSmoke 1263 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1264 ; afterburner 1265 ShowSubObject = BurnerFX03 BurnerFX04 1266 ParticleSysBone = Engine01 JetLenzflare 1267 ParticleSysBone = Engine02 JetLenzflare 1268 ; exhaust 1269 ParticleSysBone = Wingtip01 JetContrail 1270 ParticleSysBone = Wingtip02 JetContrail 1271 End 1272 1273 ConditionState = RUBBLE 1274 Model = AVAurora_D1 1275 HideSubObject = None 1276 ShowSubObject = None 1277 End 1278 1279 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1280 Model = AVAurora_D1 1281 ;HideSubObject is needed cause there're inherited from default condition state 1282 HideSubObject = None 1283 ShowSubObject = None 1284 ParticleSysBone = Engine01 JetExhaust 1285 ParticleSysBone = Engine02 JetExhaust 1286 ; exhaust 1287 ParticleSysBone = Wingtip01 JetContrail 1288 ParticleSysBone = Wingtip02 JetContrail 1289 End 1290 1291 OkToChangeModelColor = Yes 1292 End 1293 1294 ; ***DESIGN parameters *** 1295 DisplayName = OBJECT:Aurora 1296 EditorSorting = VEHICLE 1297 Side = America 1298 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1299 VisionRange = 180.0 1300 ShroudClearingRange = 600 1301 Prerequisites 1302 Object = AmericaAirfield 1303 Object = AmericaStrategyCenter 1304 End 1305 BuildCost = 2500 1306 BuildTime = 30.0 ;in seconds 1307 WeaponSet 1308 Conditions = None 1309 Weapon = PRIMARY AuroraBombWeapon 1310 End 1311 ArmorSet 1312 Conditions = None 1313 Armor = AirplaneArmor 1314 DamageFX = None 1315 End 1316 ArmorSet 1317 Conditions = PLAYER_UPGRADE 1318 Armor = CountermeasuresAirplaneArmor 1319 DamageFX = None 1320 End 1321 1322 ExperienceValue = 200 200 400 400 ;Experience point value at each level 1323 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level 1324 IsTrainable = Yes ;Can gain experience 1325 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1326 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1327 CommandSet = AmericaJetAuroraCommandSet 1328 1329 ; *** AUDIO Parameters *** 1330 VoiceSelect = AuroraBomberVoiceSelect 1331 VoiceMove = AuroraBomberVoiceMove 1332 VoiceGuard = AuroraBomberVoiceMove 1333 VoiceAttack = AuroraBomberVoiceAttack 1334 SoundAmbient = AuroraBomberAmbientLoop 1335 SoundAmbientRubble = NoSound 1336 UnitSpecificSounds 1337 VoiceCreate = AuroraBomberVoiceCreate 1338 SoundEject = PilotSoundEject 1339 VoiceEject = PilotVoiceEject 1340 Afterburner = RaptorAfterburner 1341 VoiceLowFuel = AuroraBomberVoiceLowFuel 1342 VoiceGarrison = AuroraBomberVoiceMove 1343 End 1344 1345 ; *** ENGINEERING Parameters *** 1346 RadarPriority = UNIT 1347 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1348 Body = ActiveBody ModuleTag_02 1349 MaxHealth = 80.0 1350 InitialHealth = 80.0 1351 End 1352 1353 Behavior = JetSlowDeathBehavior ModuleTag_03 1354 FXOnGroundDeath = FX_JetOnGroundDeath 1355 OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp 1356 DestructionDelay = 99999999; destruction will happen when we 1357 RollRate = 0.2 1358 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1359 PitchRate = 0.0 1360 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1361 FXInitialDeath = FX_AuroraDeathInitial 1362 ;OCLInitialDeath = None 1363 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1364 FXSecondary = FX_JetDeathSecondary 1365 ;OCLSecondary = None 1366 FXHitGround = FX_JetDeathHitGround 1367 ;OCLHitGround = None 1368 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1369 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1370 OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 1371 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1372 End 1373 Behavior = EjectPilotDie ModuleTag_04 1374 GroundCreationList = OCL_EjectPilotOnGround 1375 AirCreationList = OCL_EjectPilotViaParachute 1376 ExemptStatus = HIJACKED 1377 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1378 End 1379 1380 Behavior = PhysicsBehavior ModuleTag_05 1381 Mass = 500.0 1382 End 1383 1384 Behavior = ExperienceScalarUpgrade ModuleTag_06 1385 TriggeredBy = Upgrade_AmericaAdvancedTraining 1386 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1387 End 1388 1389 Behavior = JetAIUpdate ModuleTag_07 1390 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1391 ; note that it's expressed as a percent of max health, not an absolute 1392 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1393 TakeoffPause = 500 1394 MinHeight = 5 1395 SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode 1396 AttackLocomotorType = SET_SUPERSONIC 1397 AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately 1398 AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer 1399 ReturnForAmmoLocomotorType = SET_SLUGGISH 1400 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1401 End 1402 Locomotor = SET_NORMAL AuroraJetLocomotor 1403 Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor 1404 Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor 1405 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1406 1407 Behavior = ArmorUpgrade ModuleTag_Armor01 1408 TriggeredBy = Upgrade_AmericaCountermeasures 1409 End 1410 1411 Behavior = CountermeasuresBehavior ModuleTag_10 1412 TriggeredBy = Upgrade_AmericaCountermeasures 1413 FlareTemplateName = CountermeasureFlare 1414 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1415 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1416 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1417 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1418 DelayBetweenVolleys = 1000 ; Time between flare volleys 1419 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1420 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1421 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1422 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1423 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1424 End 1425 1426 Behavior = FlammableUpdate ModuleTag_21 1427 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1428 AflameDamageAmount = 3 ; taking this much damage... 1429 AflameDamageDelay = 500 ; this often. 1430 End 1431 1432 Behavior = TransitionDamageFX ModuleTag_22 1433 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1434 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1435 End 1436 1437 1438 Geometry = Box 1439 GeometryIsSmall = Yes 1440 GeometryMajorRadius = 14.0 1441 GeometryMinorRadius = 7.0 1442 GeometryHeight = 5.0 1443 Shadow = SHADOW_VOLUME 1444 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1445 1446 End 1447 1448 ;------------------------------------------------------------------------------ 1449 Object AmericaJetStealthFighter 1450 1451 ; *** ART Parameters *** 1452 SelectPortrait = SAStealth_L 1453 ButtonImage = SAStealth 1454 1455 UpgradeCameo1 = Upgrade_AmericaLaserMissiles 1456 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 1457 UpgradeCameo3 = Upgrade_AmericaCountermeasures 1458 UpgradeCameo4 = Upgrade_AmericaBunkerBusters 1459 ;UpgradeCameo5 = NONE 1460 1461 Draw = W3DModelDraw ModuleTag_01 1462 1463 DefaultConditionState 1464 Model = AVStealth 1465 HideSubObject = BurnerFX03 BurnerFX04 1466 WeaponLaunchBone = PRIMARY WeaponA 1467 End 1468 1469 ConditionState = JETEXHAUST 1470 ParticleSysBone = Wingtip01 JetContrail 1471 ParticleSysBone = Wingtip02 JetContrail 1472 End 1473 1474 ConditionState = JETEXHAUST JETAFTERBURNER 1475 ; exhaust 1476 ParticleSysBone = Wingtip01 JetContrail 1477 ParticleSysBone = Wingtip02 JetContrail 1478 ; afterburners 1479 ShowSubObject = BurnerFX03 BurnerFX04 1480 ParticleSysBone = Engine01 JetLenzflare 1481 ParticleSysBone = Engine02 JetLenzflare 1482 End 1483 1484 ConditionState = REALLYDAMAGED 1485 Model = AVStealth_D 1486 ; damage 1487 ParticleSysBone = Smoke01 JetSmoke 1488 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1489 End 1490 1491 ConditionState = REALLYDAMAGED JETEXHAUST 1492 Model = AVStealth_D 1493 ; damage 1494 ParticleSysBone = Smoke01 JetSmoke 1495 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1496 ; exhaust 1497 ParticleSysBone = Wingtip01 JetContrail 1498 ParticleSysBone = Wingtip02 JetContrail 1499 End 1500 1501 ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER 1502 Model = AVStealth_D 1503 ; damage 1504 ParticleSysBone = Smoke01 JetSmoke 1505 ParticleSysBone = Engine01 JetEngineDamagedSmoke 1506 ; exhaust 1507 ParticleSysBone = Wingtip01 JetContrail 1508 ParticleSysBone = Wingtip02 JetContrail 1509 ; afterburners 1510 ShowSubObject = BurnerFX03 BurnerFX04 1511 ParticleSysBone = Engine01 JetLenzflare 1512 ParticleSysBone = Engine02 JetLenzflare 1513 End 1514 1515 ConditionState = RUBBLE 1516 Model = AVStealth_D1 1517 HideSubObject = None 1518 ShowSubObject = None 1519 End 1520 1521 ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER 1522 Model = AVStealth_D1 1523 ;HideSubObject is needed cause there're inherited from default condition state 1524 HideSubObject = None 1525 ShowSubObject = None 1526 ParticleSysBone = Engine01 JetExhaust 1527 ParticleSysBone = Engine02 JetExhaust 1528 ParticleSysBone = Wingtip01 JetContrail 1529 ParticleSysBone = Wingtip02 JetContrail 1530 End 1531 1532 OkToChangeModelColor = Yes 1533 1534 End 1535 1536 ; ***DESIGN parameters *** 1537 DisplayName = OBJECT:StealthFighter 1538 EditorSorting = VEHICLE 1539 Side = America 1540 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1541 VisionRange = 180.0 1542 ShroudClearingRange = 300.0 1543 Prerequisites 1544 Object = AmericaAirfield 1545 Science = SCIENCE_StealthFighter 1546 End 1547 WeaponSet 1548 Conditions = None 1549 Weapon = PRIMARY StealthJetMissileWeapon 1550 End 1551 WeaponSet 1552 Conditions = PLAYER_UPGRADE 1553 Weapon = PRIMARY StealthJetLaserGuidedMissileWeapon 1554 End 1555 ArmorSet 1556 Conditions = None 1557 Armor = AirplaneArmor 1558 DamageFX = None 1559 End 1560 ArmorSet 1561 Conditions = PLAYER_UPGRADE 1562 Armor = CountermeasuresAirplaneArmor 1563 DamageFX = None 1564 End 1565 1566 BuildCost = 1600 1567 BuildTime = 25.0 ;in seconds 1568 ExperienceValue = 100 100 200 300 ;Experience point value at each level 1569 ExperienceRequired = 0 200 300 600 ; Experience points needed to gain each level 1570 IsTrainable = Yes ;Can gain experience 1571 CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles 1572 CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles 1573 CommandSet = AmericaJetStealthFighterCommandSet 1574 1575 ; *** AUDIO Parameters *** 1576 VoiceSelect = StealthFighterVoiceSelect 1577 VoiceMove = StealthFighterVoiceMove 1578 VoiceAttack = StealthFighterVoiceAttack 1579 VoiceAttackAir = StealthFighterVoiceAttackAir 1580 VoiceGuard = StealthFighterVoiceAirPatrol 1581 SoundAmbient = StealthFighterAmbientLoop 1582 SoundAmbientRubble = NoSound 1583 SoundStealthOn = StealthOn 1584 SoundStealthOff = StealthOff 1585 UnitSpecificSounds 1586 VoiceCreate = StealthFighterVoiceCreate 1587 SoundEject = PilotSoundEject 1588 VoiceEject = PilotVoiceEject 1589 Afterburner = RaptorAfterburner 1590 VoiceLowFuel = AuroraBomberVoiceLowFuel 1591 VoiceGarrison = StealthFighterVoiceMove 1592 End 1593 1594 ; *** ENGINEERING Parameters *** 1595 RadarPriority = LOCAL_UNIT_ONLY 1596 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT 1597 Body = ActiveBody ModuleTag_02 1598 MaxHealth = 120.0 1599 InitialHealth = 120.0 1600 End 1601 1602 Behavior = JetSlowDeathBehavior ModuleTag_03 1603 FXOnGroundDeath = FX_JetOnGroundDeath 1604 OCLOnGroundDeath = OCL_StealthDeathFinalBlowUp 1605 DestructionDelay = 99999999; destruction will happen when we 1606 RollRate = 0.2 1607 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 1608 PitchRate = 0.0 1609 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 1610 FXInitialDeath = FX_StealthFighterDeathInitial 1611 ;OCLInitialDeath = None 1612 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 1613 FXSecondary = FX_JetDeathSecondary 1614 ;OCLSecondary = None 1615 FXHitGround = FX_JetDeathHitGround 1616 ;OCLHitGround = None 1617 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 1618 FXFinalBlowUp = FX_JetDeathFinalBlowUp 1619 OCLFinalBlowUp = OCL_StealthDeathFinalBlowUp 1620 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 1621 End 1622 Behavior = EjectPilotDie ModuleTag_04 1623 GroundCreationList = OCL_EjectPilotOnGround 1624 AirCreationList = OCL_EjectPilotViaParachute 1625 ExemptStatus = HIJACKED 1626 VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot 1627 End 1628 1629 Behavior = PhysicsBehavior ModuleTag_05 1630 Mass = 500.0 1631 End 1632 1633 Behavior = JetAIUpdate ModuleTag_06 1634 OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo 1635 ; note that it's expressed as a percent of max health, not an absolute 1636 TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off 1637 TakeoffPause = 500 1638 MinHeight = 5 1639 ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo 1640 End 1641 1642 Behavior = WeaponSetUpgrade ModuleTag_07 1643 TriggeredBy = Upgrade_AmericaLaserMissiles 1644 End 1645 1646 Behavior = ExperienceScalarUpgrade ModuleTag_08 1647 TriggeredBy = Upgrade_AmericaAdvancedTraining 1648 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1649 End 1650 1651 Behavior = StealthUpdate ModuleTag_09 1652 StealthDelay = 1500 ; msec 1653 StealthForbiddenConditions = FIRING_PRIMARY 1654 ; not currently used... but maybe someday? (srj) 1655 ;RevealDistanceFromTarget = 0.0f 1656 FriendlyOpacityMin = 50.0% 1657 FriendlyOpacityMax = 100.0% 1658 InnateStealth = Yes 1659 OrderIdleEnemiesToAttackMeUponReveal = Yes 1660 End 1661 1662 Behavior = ArmorUpgrade ModuleTag_Armor01 1663 TriggeredBy = Upgrade_AmericaCountermeasures 1664 End 1665 1666 Behavior = CountermeasuresBehavior ModuleTag_10 1667 TriggeredBy = Upgrade_AmericaCountermeasures 1668 FlareTemplateName = CountermeasureFlare 1669 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1670 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1671 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1672 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1673 DelayBetweenVolleys = 1000 ; Time between flare volleys 1674 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1675 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1676 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1677 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1678 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1679 End 1680 1681 Locomotor = SET_NORMAL StealthJetLocomotor 1682 Locomotor = SET_TAXIING BasicJetTaxiLocomotor 1683 1684 Behavior = FlammableUpdate ModuleTag_21 1685 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1686 AflameDamageAmount = 3 ; taking this much damage... 1687 AflameDamageDelay = 500 ; this often. 1688 End 1689 1690 Behavior = TransitionDamageFX ModuleTag_22 1691 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 1692 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition 1693 End 1694 1695 1696 Geometry = Cylinder 1697 GeometryIsSmall = Yes 1698 GeometryMajorRadius = 7.0 1699 GeometryMinorRadius = 7.0 1700 GeometryHeight = 7.0 1701 Shadow = SHADOW_VOLUME 1702 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1703 1704 End 1705 1706 ;--------------------¸ÄΪ°¢ÅÁÆ÷---------------------------------------------------------- 1707 Object AmericaVehicleComanche 1708 1709 ; *** ART Parameters *** 1710 SelectPortrait = T5 1711 ButtonImage = T5 1712 1713 UpgradeCameo1 = Upgrade_ComancheRocketPods 1714 UpgradeCameo2 = Upgrade_AmericaAdvancedTraining 1715 UpgradeCameo3 = Upgrade_AmericaCountermeasures 1716 ;UpgradeCameo4 = NONE 1717 ;UpgradeCameo5 = NONE 1718 1719 Draw = W3DModelDraw ModuleTag_01 1720 1721 DefaultConditionState 1722 Model = AvAH64 1723 HideSubObject = MissileUpgrade 1724 Animation = AvAH64.AvAH64 1725 AnimationMode = LOOP 1726 WeaponMuzzleFlash = PRIMARY TurretFX 1727 WeaponFireFXBone = PRIMARY Muzzle 1728 WeaponFireFXBone = SECONDARY Muzzle 1729 WeaponLaunchBone = SECONDARY Muzzle 1730 End 1731 1732 ConditionState = REALLYDAMAGED 1733 Model = AvAH64 1734 Animation = AvAH64.AvAH64 1735 AnimationMode = LOOP 1736 End 1737 1738 ConditionState = WEAPONSET_PLAYER_UPGRADE 1739 ShowSubObject = MissileUpgrade 1740 Animation = AvAH64.AvAH64 1741 AnimationMode = LOOP 1742 WeaponFireFXBone = TERTIARY WeaponB 1743 WeaponLaunchBone = TERTIARY WeaponB 1744 End 1745 1746 ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED 1747 Model = AvAH64 1748 ShowSubObject = MissileUpgrade 1749 Animation = AvAH64.AvAH64 1750 AnimationMode = LOOP 1751 WeaponFireFXBone = TERTIARY WeaponB 1752 WeaponLaunchBone = TERTIARY WeaponB 1753 End 1754 1755 ConditionState = RUBBLE 1756 Model = AvAH64 1757 Animation = AvAH64.AvAH64 1758 AnimationMode = LOOP 1759 End 1760 1761 ConditionState = RUBBLE SPECIAL_DAMAGED 1762 Model = AvAH64 1763 HideSubObject = AvAH64 1764 End 1765 1766 OkToChangeModelColor = Yes 1767 End 1768 1769 ; ***DESIGN parameters *** 1770 DisplayName = OBJECT:Comanche 1771 EditorSorting = VEHICLE 1772 Side = America 1773 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 1774 VisionRange = 200.0 1775 ShroudClearingRange = 600 1776 Prerequisites 1777 Object = AmericaAirfield 1778 End 1779 1780 WeaponSet 1781 Conditions = None 1782 ; ----- 1783 Weapon = PRIMARY Comanche20mmCannonWeapon 1784 PreferredAgainst = PRIMARY INFANTRY 1785 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 1786 ; ----- 1787 Weapon = SECONDARY ComancheAntiTankMissileWeapon 1788 PreferredAgainst = SECONDARY VEHICLE STRUCTURE 1789 AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI 1790 ; ----- 1791 Weapon = TERTIARY NONE 1792 End 1793 WeaponSet 1794 Conditions = PLAYER_UPGRADE 1795 ; ----- 1796 Weapon = PRIMARY Comanche20mmCannonWeapon 1797 PreferredAgainst = PRIMARY INFANTRY 1798 AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI 1799 ; ----- 1800 Weapon = SECONDARY ComancheAntiTankMissileWeapon 1801 PreferredAgainst = SECONDARY VEHICLE STRUCTURE 1802 AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI 1803 ; ----- 1804 Weapon = TERTIARY ComancheRocketPodWeapon 1805 AutoChooseSources = TERTIARY NONE 1806 End 1807 ArmorSet 1808 Conditions = None 1809 Armor = ComancheArmor 1810 DamageFX = None 1811 End 1812 ArmorSet 1813 Conditions = PLAYER_UPGRADE 1814 Armor = CountermeasuresComancheArmor 1815 DamageFX = None 1816 End 1817 BuildCost = 1500 1818 BuildTime = 20 ; in seconds 1819 ExperienceValue = 50 50 100 200 ; Experience point value at each level 1820 ExperienceRequired = 0 100 200 400 ; Experience points needed to gain each level 1821 IsTrainable = Yes ; Can gain experience 1822 CommandSet = AmericaVehicleComancheCommandSet 1823 1824 ; *** AUDIO Parameters *** 1825 VoiceSelect = ComancheVoiceSelect 1826 VoiceMove = ComancheVoiceMove 1827 VoiceGuard = ComancheVoiceMove 1828 VoiceAttack = ComancheVoiceAttack 1829 SoundAmbient = ComancheAmbientLoop 1830 SoundAmbientRubble = NoSound 1831 UnitSpecificSounds 1832 ; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs 1833 VoiceCreate = ComancheVoiceCreate 1834 SoundEject = PilotSoundEject 1835 VoiceEject = PilotVoiceEject 1836 Afterburner = RaptorAfterburner 1837 VoiceGarrison = ComancheVoiceMove 1838 TurretMoveStart = NoSound 1839 TurretMoveLoop = NoSound 1840 VoiceFireRocketPods = ComancheVoiceAttackRocket 1841 End 1842 1843 1844 ; *** ENGINEERING Parameters *** 1845 RadarPriority = UNIT 1846 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT PRODUCED_AT_HELIPAD 1847 1848 Behavior = WeaponSetUpgrade ModuleTag_02 1849 TriggeredBy = Upgrade_ComancheRocketPods 1850 End 1851 Behavior = ExperienceScalarUpgrade ModuleTag_03 1852 TriggeredBy = Upgrade_AmericaAdvancedTraining 1853 AddXPScalar = 1.0 ;Increases experience gained by an additional 100% 1854 End 1855 1856 Body = ActiveBody ModuleTag_04 1857 MaxHealth = 220.0 1858 InitialHealth = 220.0 1859 End 1860 1861 Behavior = FXListDie ModuleTag_05 1862 DeathFX = FX_ComancheStartDeath 1863 End 1864 1865 Behavior = JetAIUpdate ModuleTag_06 1866 MinHeight = 5 1867 NeedsRunway = No 1868 KeepsParkingSpaceWhenAirborne = No 1869 AutoAcquireEnemiesWhenIdle = Yes 1870 ; note that comanches do not return to base when idle 1871 1872 ; this is a bit of a trick... normally, units cannot move-and-fire at 1873 ; the same time. we need the comanche to be able to. so we give it 1874 ; a "turret" (invisible) and put the two main weapons on it, but with 1875 ; no turn rate. voila! 1876 Turret 1877 TurretTurnRate = 0 ; this "turret" does not turn 1878 TurretPitchRate = 0 ; nor does it pitch 1879 ControlledWeaponSlots = PRIMARY SECONDARY 1880 End 1881 1882 End 1883 Locomotor = SET_NORMAL ComancheLocomotor 1884 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 1885 1886 Behavior = PhysicsBehavior ModuleTag_07 1887 Mass = 50.0 1888 End 1889 Behavior = HelicopterSlowDeathBehavior ModuleTag_08 1890 DestructionDelay = 99999999 ; the destruction delay 1891 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 1892 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 1893 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 1894 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 1895 SoundDeathLoop = ComancheDamagedLoop 1896 MinSelfSpin = 100 ; in degrees per second 1897 MaxSelfSpin = 300 ; in degrees per second 1898 SelfSpinUpdateDelay = 100 ; in milliseconds 1899 SelfSpinUpdateAmount = 10 ; in degrees 1900 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 1901 MinBladeFlyOffDelay = 1500 ; in milliseconds 1902 MaxBladeFlyOffDelay = 1500 ; in milliseconds 1903 AttachParticle = SootySmokeTrail 1904 AttachParticleBone = Propeller02 1905 BladeObjectName = ComancheBlades 1906 BladeBoneName = Propeller01 1907 ; Most things that eject pilots do so immediately upon death, 1908 ; via use of EjectPilotDie, but Helicopters are a special case... 1909 ; they need to do so after their blades are ejected. 1910 OCLEjectPilot = OCL_EjectPilotViaParachute 1911 FXBlade = FX_HelicopterBladeExplosion 1912 OCLBlade = OCL_HelicopterBladeExplosion 1913 FXHitGround = FX_HelicopterHitGround 1914 OCLHitGround = OCL_HelicopterHitGround 1915 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 1916 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 1917 DelayFromGroundToFinalDeath = 1500 1918 FinalRubbleObject = ComancheRubbleHull 1919 End 1920 1921 Behavior = TransitionDamageFX ModuleTag_09 1922 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 1923 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 1924 End 1925 1926 Behavior = ArmorUpgrade ModuleTag_Armor01 1927 TriggeredBy = Upgrade_AmericaCountermeasures 1928 End 1929 1930 Behavior = CountermeasuresBehavior ModuleTag_10 1931 TriggeredBy = Upgrade_AmericaCountermeasures 1932 FlareTemplateName = CountermeasureFlare 1933 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 1934 VolleySize = 2 ; Number of flares launched per volley (requires bones) 1935 VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 1936 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 1937 DelayBetweenVolleys = 1000 ; Time between flare volleys 1938 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 1939 ReloadTime = 4000 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 1940 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 1941 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 1942 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 1943 End 1944 1945 Behavior = FlammableUpdate ModuleTag_21 1946 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 1947 AflameDamageAmount = 3 ; taking this much damage... 1948 AflameDamageDelay = 500 ; this often. 1949 End 1950 1951 Geometry = BOX 1952 GeometryMajorRadius = 20.0 1953 GeometryMinorRadius = 3.0 1954 GeometryHeight = 25.0 1955 GeometryIsSmall = No 1956 Shadow = SHADOW_VOLUME 1957 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 1958 1959 End 1960 1961 1962 1963 1964 1965 ;------------------------------------------------------------------------------ 1966 Object AmericaJetA10Thunderbolt 1967 1968 ; *** ART Parameters *** 1969 SelectPortrait = SAWarthog_L 1970 ButtonImage = SAWarthog 1971 1972 Draw = W3DModelDraw ModuleTag_01 1973 1974 OkToChangeModelColor = Yes 1975 1976 ExtraPublicBone = WeaponA01 1977 ExtraPublicBone = WeaponA02 1978 ExtraPublicBone = WeaponA03 1979 ExtraPublicBone = WeaponA04 1980 ExtraPublicBone = WeaponA05 1981 ExtraPublicBone = WeaponA06 1982 1983 DefaultConditionState 1984 Model = AVWarthog 1985 WeaponMuzzleFlash = PRIMARY MuzzleFX01 1986 WeaponFireFXBone = PRIMARY Muzzle01 1987 ParticleSysBone = Engine01 JetBlackTrailThin 1988 ParticleSysBone = Engine02 JetBlackTrailThin 1989 ParticleSysBone = Wingtip01 JetContrailThin 1990 ParticleSysBone = Wingtip02 JetContrailThin 1991 End 1992 1993 ConditionState = REALLYDAMAGED 1994 Model = AVWarthog_D 1995 WeaponMuzzleFlash = PRIMARY MuzzleFX01 1996 WeaponFireFXBone = PRIMARY Muzzle01 1997 End 1998 AliasConditionState = RUBBLE 1999 2000 ParticlesAttachedToAnimatedBones = Yes 2001 2002 End 2003 2004 ; ***DESIGN parameters *** 2005 DisplayName = OBJECT:A10Thunderbolt 2006 EditorSorting = VEHICLE 2007 Side = America 2008 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2009 VisionRange = 300.0 2010 ShroudClearingRange = 300 2011 Prerequisites 2012 Object = AmericaAirfield 2013 End 2014 WeaponSet 2015 Conditions = None 2016 Weapon = PRIMARY A10ThunderboltVulcan 2017 End 2018 ArmorSet 2019 Conditions = None 2020 Armor = AirplaneArmor 2021 DamageFX = None 2022 End 2023 ArmorSet 2024 Conditions = PLAYER_UPGRADE 2025 Armor = CountermeasuresAirplaneArmor 2026 DamageFX = None 2027 End 2028 2029 ExperienceValue = 50 100 150 400 ;Experience point value at each level 2030 ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level 2031 IsTrainable = Yes ;Can gain experience 2032 2033 ; *** AUDIO Parameters *** 2034 SoundAmbient = A10ThunderboltAmbientLoop 2035 SoundAmbientRubble = NoSound 2036 UnitSpecificSounds 2037 SoundEject = PilotSoundEject 2038 VoiceEject = PilotVoiceEject 2039 StartDive = A10ThunderboltDive 2040 End 2041 2042 ; *** ENGINEERING Parameters *** 2043 RadarPriority = UNIT 2044 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE AIRCRAFT SCORE IGNORED_IN_GUI EMP_HARDENED 2045 Body = ActiveBody ModuleTag_02 2046 MaxHealth = 600.0 2047 InitialHealth = 600.0 2048 End 2049 2050 ExperienceValue = 40 40 40 40 ; Experience point value at each level 2051 2052 Behavior = JetSlowDeathBehavior ModuleTag_03 2053 DestructionDelay = 99999999 ; destruction will happen when we 2054 RollRate = 0.0 2055 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 2056 PitchRate = 0.0 2057 FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 2058 FXInitialDeath = FX_JetDeathInitial 2059 OCLInitialDeath = None 2060 DelaySecondaryFromInitialDeath = 500 ; in milliseconds 2061 FXSecondary = FX_JetDeathSecondary 2062 OCLSecondary = None 2063 FXHitGround = FX_JetDeathHitGround 2064 OCLHitGround = OCL_A10DeathHitGround 2065 DelayFinalBlowUpFromHitGround = 200 ; in milliseconds 2066 FXFinalBlowUp = FX_JetDeathFinalBlowUp 2067 OCLFinalBlowUp = OCL_A10DeathFinalBlowUp 2068 End 2069 2070 Behavior = PhysicsBehavior ModuleTag_05 2071 Mass = 500.0 2072 End 2073 2074 ;SCRIPTED SUPPORT: These special power is triggered directly 2075 ;from the transport without creating a transport. This is done 2076 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 2077 ;which also prevents creating the payload transport. 2078 Behavior = OCLSpecialPower ModuleTag_06 2079 SpecialPowerTemplate = SuperweaponA10ThunderboltMissileStrike ;@@KRIS@@ 2080 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike3 SUPERWEAPON_A10ThunderboltMissileStrike3 2081 UpgradeOCL = SCIENCE_A10ThunderboltMissileStrike2 SUPERWEAPON_A10ThunderboltMissileStrike2 2082 OCL = SUPERWEAPON_A10ThunderboltMissileStrike1 2083 CreateLocation = USE_OWNER_OBJECT 2084 ScriptedSpecialPowerOnly = Yes 2085 End 2086 2087 Behavior = DeliverPayloadAIUpdate ModuleTag_07 2088 End 2089 Locomotor = SET_NORMAL A10ThunderboltLocomotor 2090 2091 Behavior = ArmorUpgrade ModuleTag_Armor01 2092 TriggeredBy = Upgrade_AmericaCountermeasures 2093 End 2094 2095 Behavior = CountermeasuresBehavior ModuleTag_10 2096 TriggeredBy = Upgrade_AmericaCountermeasures 2097 FlareTemplateName = CountermeasureFlare 2098 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2099 VolleySize = 3 ; Number of flares launched per volley (requires bones) 2100 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2101 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2102 DelayBetweenVolleys = 1000 ; Time between flare volleys 2103 NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading 2104 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2105 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2106 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2107 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2108 End 2109 2110 Behavior = FlammableUpdate ModuleTag_21 2111 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2112 AflameDamageAmount = 3 ; taking this much damage... 2113 AflameDamageDelay = 500 ; this often. 2114 End 2115 2116 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22 2117 ;;;;;;;; End 2118 2119 Geometry = Cylinder 2120 GeometryIsSmall = Yes 2121 GeometryMajorRadius = 10.0 2122 GeometryMinorRadius = 10.0 2123 GeometryHeight = 10.0 2124 Shadow = SHADOW_VOLUME 2125 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2126 2127 End 2128 2129 2130 2131 ;------------------------------------------------------------------------------ 2132 Object AmericaVehicleChinook 2133 2134 ; *** ART Parameters *** 2135 SelectPortrait = SAChinook_L 2136 ButtonImage = SAChinook 2137 2138 ;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining 2139 ;UpgradeCameo2 = NONE 2140 ;UpgradeCameo3 = NONE 2141 ;UpgradeCameo4 = NONE 2142 ;UpgradeCameo5 = NONE 2143 2144 Draw = W3DModelDraw ModuleTag_01 ; Helicopter 2145 2146 ExtraPublicBone = RopeStart 2147 ExtraPublicBone = RopeEnd 2148 2149 DefaultConditionState 2150 Model = AVChinook 2151 Animation = AVChinook.AVChinook 2152 AnimationMode = LOOP 2153 End 2154 2155 ConditionState = REALLYDAMAGED 2156 Model = AVChinook_d 2157 Animation = AVChinook_d.AVChinook_d 2158 AnimationMode = LOOP 2159 End 2160 2161 ConditionState = RUBBLE 2162 Model = AVChinook_d 2163 Animation = AVChinook_d.AVChinook_d 2164 AnimationMode = LOOP 2165 End 2166 2167 ConditionState = RUBBLE SPECIAL_DAMAGED 2168 Model = AVChinook_d 2169 HideSubObject = Props01 2170 HideSubObject = Props02 2171 End 2172 2173 OkToChangeModelColor = Yes 2174 End 2175 2176 Draw = W3DModelDraw ModuleTag_02 ; Cargo net 2177 ConditionState = NONE 2178 Model = None ; Nothing here 2179 TransitionKey = TRANS_Empty 2180 WaitForStateToFinishIfPossible = TRANS_Unloading 2181 End 2182 2183 ConditionState = DYING 2184 Model = None ; Nothing here 2185 End 2186 AliasConditionState = RUBBLE 2187 AliasConditionState = CARRYING RUBBLE 2188 AliasConditionState = DOCKING RUBBLE 2189 AliasConditionState = DOCKING CARRYING RUBBLE 2190 2191 ConditionState = CARRYING 2192 Model = AVChinook_A ;Carrying a full wobbly net of stuff 2193 Animation = AVChinook_A.AVChinook_A 2194 AnimationMode = LOOP 2195 TransitionKey = TRANS_Full 2196 WaitForStateToFinishIfPossible = TRANS_PickingUp 2197 End 2198 2199 ConditionState = DOCKING 2200 Model = AVChinook_A1MSH ;Lowering an empty net, pulling up with stuff 2201 Animation = AVChinook_A1SK.AVChinook_A1 2202 AnimationMode = ONCE_BACKWARDS 2203 Flags = START_FRAME_LAST 2204 AnimationSpeedFactorRange = .75 .75 2205 TransitionKey = TRANS_PickingUp 2206 WaitForStateToFinishIfPossible = TRANS_Unloading ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 2207 End 2208 2209 ConditionState = DOCKING CARRYING 2210 Model = AVChinook_A1MSH ; Lowering a full net, letting stuff fall out, and pulling up an empty net 2211 Animation = AVChinook_A1SK.AVChinook_A1 2212 AnimationMode = ONCE 2213 AnimationSpeedFactorRange = 2.75 2.75 2214 TransitionKey = TRANS_Unloading 2215 WaitForStateToFinishIfPossible = TRANS_PickingUp ;Trick. Without hardcoding the difference between what we are docking with, need to use DOCKING for both. 2216 End 2217 End 2218 2219 ; ***DESIGN parameters *** 2220 DisplayName = OBJECT:Chinook 2221 EditorSorting = VEHICLE 2222 Side = America 2223 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2224 VisionRange = 300.0 2225 ShroudClearingRange = 600 2226 BuildCost = 1200 2227 BuildTime = 10.0 ;in seconds 2228 Prerequisites 2229 Object = AmericaSupplyCenter 2230 End 2231 ExperienceValue = 50 50 50 50 ;Experience point value at each level 2232 IsTrainable = No 2233 CommandSet = AmericaVehicleChinookCommandSet 2234 ArmorSet 2235 Conditions = None 2236 Armor = ChinookArmor 2237 DamageFX = None 2238 End 2239 2240 ; *** AUDIO Parameters *** 2241 VoiceSelect = ChinookVoiceSelect 2242 VoiceMove = ChinookVoiceMove 2243 VoiceAttack = ChinookVoiceAttack 2244 SoundAmbient = ChinookAmbientLoop 2245 SoundAmbientRubble = NoSound 2246 SoundEnter = HumveeEnter 2247 SoundExit = HumveeExit 2248 UnitSpecificSounds 2249 VoiceCreate = ChinookVoiceCreate 2250 VoiceSupply = ChinookVoiceSupply 2251 VoiceUnload = ChinookVoiceUnload 2252 VoiceCombatDrop = ChinookVoiceCombatDrop 2253 VoiceClearBuilding = RangerVoiceClearBuilding ;Special combat drop that clears buildings! 2254 VoiceGarrison = ChinookVoiceMove 2255 End 2256 2257 ; *** ENGINEERING Parameters *** 2258 RadarPriority = UNIT 2259 ; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at 2260 ; (well, "near" actually) an Airfield to get healed... 2261 ; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there. 2262 KindOf = PRELOAD CAN_CAST_REFLECTIONS SELECTABLE VEHICLE TRANSPORT AIRCRAFT HARVESTER SCORE PRODUCED_AT_HELIPAD 2263 2264 Body = ActiveBody ModuleTag_03 2265 MaxHealth = 300.0 2266 InitialHealth = 300.0 2267 End 2268 2269 Behavior = FXListDie ModuleTag_05 2270 DeathFX = FX_HelicopterStartDeath 2271 End 2272 2273 Behavior = TransitionDamageFX ModuleTag_06 2274 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown 2275 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition 2276 End 2277 2278 Behavior = ChinookAIUpdate ModuleTag_07 2279 MaxBoxes = 8 2280 SupplyCenterActionDelay = 2900 ;3000 ; ms for whole thing (one transaction) 2281 SupplyWarehouseActionDelay = 1200 ;1250 ; 875 ; ms per box (many small transactions) 2282 SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home. (Direct dock command on warehouse overrides, and no max on Center Scan) 2283 SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted 2284 NumRopes = 4 2285 ; these define how long we can wait, once a guy is on-rope, before throwing another 2286 ; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely 2287 ; and we'll wait for each guy to clear before spawning another. 2288 PerRopeDelayMin = 900 2289 PerRopeDelayMax = 1500 2290 RopeWidth = 0.5 2291 RopeColor = R:0 G:0 B:0 2292 RopeWobbleLen = 10 2293 RopeWobbleAmplitude = 0.25 2294 RopeWobbleRate = 180 2295 RopeFinalHeight = 10 ; stop this far above ground 2296 RappelSpeed = 30 2297 MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it 2298 UpgradedSupplyBoost = 60 ; increase in value of the crates when supply lines has been upgraded 2299 End 2300 Locomotor = SET_NORMAL ChinookLocomotor 2301 Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor 2302 2303 Behavior = TransportContain ModuleTag_08 2304 Slots = 10 2305 DamagePercentToUnits = 100% 2306 AllowInsideKindOf = INFANTRY VEHICLE 2307 ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE 2308 ExitDelay = 100 2309 NumberOfExitPaths = 1 2310 End 2311 Behavior = PhysicsBehavior ModuleTag_09 2312 Mass = 50.0 2313 End 2314 Behavior = HelicopterSlowDeathBehavior ModuleTag_10 2315 DestructionDelay = 99999999 ; the destruction delay 2316 SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral 2317 SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral 2318 SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster 2319 MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral) 2320 SoundDeathLoop = ComancheDamagedLoop 2321 MinSelfSpin = 100 ; in degrees per second 2322 MaxSelfSpin = 300 ; in degrees per second 2323 SelfSpinUpdateDelay = 100 ; in milliseconds 2324 SelfSpinUpdateAmount = 10 ; in degrees 2325 FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall 2326 MinBladeFlyOffDelay = 1500 ; in milliseconds 2327 MaxBladeFlyOffDelay = 1500 ; in milliseconds 2328 AttachParticle = SootySmokeTrail 2329 AttachParticleBone = Propeller02 2330 BladeObjectName = ComancheBlades 2331 BladeBoneName = Propeller01 2332 FXBlade = FX_HelicopterBladeExplosion 2333 OCLBlade = OCL_HelicopterBladeExplosion 2334 FXHitGround = FX_HelicopterHitGround 2335 OCLHitGround = OCL_HelicopterHitGround 2336 FXFinalBlowUp = FX_GroundedHelicopterBlowUp 2337 OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp 2338 DelayFromGroundToFinalDeath = 30 2339 FinalRubbleObject = ChinookRubbleHull 2340 End 2341 2342 Behavior = FlammableUpdate ModuleTag_21 2343 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... 2344 AflameDamageAmount = 3 ; taking this much damage... 2345 AflameDamageDelay = 500 ; this often. 2346 End 2347 Scale = 1.30 ;Scaling 2348 GeometryMajorRadius = 1.0 2349 GeometryMinorRadius = 1.0 2350 GeometryHeight = 8.0 2351 2352 Geometry = BOX 2353 GeometryMajorRadius = 20.0 2354 GeometryMinorRadius = 6.0 2355 GeometryHeight = 12.0 2356 GeometryIsSmall = No 2357 Shadow = SHADOW_VOLUME 2358 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2359 2360 End 2361 2362 2363 2364 2365 ;------------------------------------------------------------------------------ 2366 Object AmericaJetCargoPlane 2367 2368 ; *** ART Parameters *** 2369 Draw = W3DModelDraw ModuleTag_01 2370 DefaultConditionState 2371 Model = AVCargoPln 2372 Animation = AVCargoPln.AVCargoPln 2373 AnimationMode = LOOP 2374 ParticleSysBone = Propeller01 JetBlackTrailThin 2375 ParticleSysBone = Propeller02 JetBlackTrailThin 2376 ParticleSysBone = Propeller03 JetBlackTrailThin 2377 ParticleSysBone = Propeller04 JetBlackTrailThin 2378 ParticleSysBone = WingTip01 JetContrailThin 2379 ParticleSysBone = WingTip02 JetContrailThin 2380 End 2381 2382 ConditionState = DAMAGED 2383 Model = AVCargoPln_D 2384 Animation = AVCargoPln_D.AVCargoPln_D 2385 AnimationMode = MANUAL 2386 Flags = START_FRAME_FIRST 2387 ParticleSysBone = Smoke01 JetFireLarge 2388 ParticleSysBone = Smoke02 JetFireLarge 2389 ParticleSysBone = Propeller03 JetBlackTrailThin 2390 ParticleSysBone = Propeller04 JetBlackTrailThin 2391 ParticleSysBone = Smoke01 JetSmokeLarge 2392 ParticleSysBone = Smoke02 JetSmokeLarge 2393 End 2394 2395 ConditionState = REALLYDAMAGED 2396 Model = AVCargoPln_D 2397 Animation = AVCargoPln_D.AVCargoPln_D 2398 AnimationMode = MANUAL 2399 Flags = START_FRAME_FIRST 2400 ParticleSysBone = Smoke01 JetFireLarge 2401 ParticleSysBone = Smoke02 JetFireLarge 2402 ParticleSysBone = Smoke03 JetFireLarge 2403 ParticleSysBone = Smoke05 JetFireLarge 2404 ParticleSysBone = Propeller03 JetBlackTrailThin 2405 ParticleSysBone = Propeller04 JetBlackTrailThin 2406 ParticleSysBone = Smoke01 JetSmokeLarge 2407 ParticleSysBone = Smoke02 JetSmokeLarge 2408 ParticleSysBone = Smoke03 JetSmokeLarge 2409 ParticleSysBone = Smoke05 JetSmokeLarge 2410 End 2411 2412 ConditionState = RUBBLE 2413 Model = AVCargoPln_D1 2414 Animation = AVCargoPln_D.AVCargoPln_D 2415 AnimationMode = MANUAL 2416 Flags = START_FRAME_FIRST 2417 ParticleSysBone = Smoke01 JetFireLarge 2418 ParticleSysBone = Smoke06 JetFireLarge 2419 ParticleSysBone = Smoke03 JetFireLarge 2420 ParticleSysBone = Smoke05 JetFireLarge 2421 ParticleSysBone = Smoke01 JetSmokeLarge 2422 ParticleSysBone = Smoke06 JetSmokeLarge 2423 ParticleSysBone = Smoke03 JetSmokeLarge 2424 ParticleSysBone = Smoke05 JetSmokeLarge 2425 End 2426 2427 OkToChangeModelColor = Yes 2428 ParticlesAttachedToAnimatedBones = Yes 2429 2430 End 2431 2432 Draw = W3DModelDraw ModuleTag_02 2433 DefaultConditionState 2434 Model = AVCargoPln_A2 2435 Animation = AVCargoPln_A2.AVCargoPln_A2 2436 AnimationMode = MANUAL 2437 Flags = START_FRAME_FIRST 2438 End 2439 ConditionState = DOOR_1_OPENING 2440 Model = AVCargoPln_A2 2441 Animation = AVCargoPln_A2.AVCargoPln_A2 2442 AnimationMode = ONCE 2443 Flags = START_FRAME_FIRST 2444 End 2445 ConditionState = DOOR_1_CLOSING 2446 Model = AVCargoPln_A2 2447 Animation = AVCargoPln_A2.AVCargoPln_A2 2448 AnimationMode = ONCE_BACKWARDS 2449 Flags = START_FRAME_LAST 2450 End 2451 End 2452 2453 ; ***DESIGN parameters *** 2454 DisplayName = OBJECT:CargoPlane 2455 EditorSorting = VEHICLE 2456 Side = America 2457 TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) 2458 VisionRange = 0.0 2459 ArmorSet 2460 Conditions = None 2461 Armor = AirplaneArmor 2462 DamageFX = TankDamageFX 2463 End 2464 ArmorSet 2465 Conditions = PLAYER_UPGRADE 2466 Armor = CountermeasuresAirplaneArmor 2467 DamageFX = None 2468 End 2469 CommandSet = Command_ScriptedTransportDrops 2470 2471 ; *** AUDIO Parameters *** 2472 SoundAmbient = C130AmbientLoop 2473 SoundAmbientRubble = NoSound 2474 2475 ; *** ENGINEERING Parameters *** 2476 RadarPriority = UNIT 2477 KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED 2478 Body = ActiveBody ModuleTag_03 2479 MaxHealth = 1000.0 2480 InitialHealth = 1000.0 2481 End 2482 2483 ExperienceValue = 40 40 40 40 ; Experience point value at each level 2484 2485 Behavior = PhysicsBehavior ModuleTag_04 2486 Mass = 500.0 2487 End 2488 2489 ;SCRIPTED SUPPORT: These special powers are triggered directly 2490 ;from the transport without creating a transport. This is done 2491 ;via new code support and CreateLocation USE_OWNER_OBJECT -- 2492 ;which also prevents creating the payload transport. 2493 Behavior = OCLSpecialPower ModuleTag_05 2494 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ 2495 OCL = SUPERWEAPON_DaisyCutter 2496 CreateLocation = USE_OWNER_OBJECT 2497 ScriptedSpecialPowerOnly = Yes 2498 End 2499 Behavior = OCLSpecialPower ModuleTag_06 2500 SpecialPowerTemplate = SuperweaponParadropAmerica 2501 UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 2502 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 2503 OCL = SUPERWEAPON_Paradrop1 2504 CreateLocation = USE_OWNER_OBJECT 2505 ScriptedSpecialPowerOnly = Yes 2506 End 2507 Behavior = OCLSpecialPower ModuleTag_07 2508 SpecialPowerTemplate = SuperweaponCarpetBomb 2509 OCL = SUPERWEAPON_CarpetBomb 2510 CreateLocation = USE_OWNER_OBJECT 2511 ScriptedSpecialPowerOnly = Yes 2512 End 2513 Behavior = OCLSpecialPower ModuleTag_08 2514 SpecialPowerTemplate = SuperweaponCrateDrop 2515 OCL = SUPERWEAPON_CrateDrop 2516 CreateLocation = USE_OWNER_OBJECT 2517 ScriptedSpecialPowerOnly = Yes 2518 End 2519 2520 Behavior = DeliverPayloadAIUpdate ModuleTag_09 2521 DoorDelay = 500 2522 MaxAttempts = 4 2523 DropOffset = X:0 Y:0 Z:-10 2524 DropDelay = 1000 ; time in between each item dropped (if more than one) 2525 PutInContainer = AmericaParachute 2526 DeliveryDistance = 150 2527 End 2528 Locomotor = SET_NORMAL B52Locomotor 2529 2530 Behavior = TransportContain ModuleTag_10 2531 Slots = 100 ; hey, it's a BIG transport 2532 ScatterNearbyOnExit = No 2533 OrientLikeContainerOnExit = Yes 2534 KeepContainerVelocityOnExit = Yes 2535 ExitPitchRate = 30 2536 ExitBone = WeaponA01 2537 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE 2538 ;gs I added parachutable as a catch all to prevent making new kindofs (like CRATE) 2539 DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em 2540 NumberOfExitPaths = 0 2541 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' 2542 End 2543 2544 Behavior = JetSlowDeathBehavior ModuleTag_11 2545 DestructionDelay = 2000 2546 RollRate = 0.0 2547 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta 2548 PitchRate = 0 2549 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) 2550 FXInitialDeath = FX_JetBigDeathInitial 2551 OCLInitialDeath = OCL_AmericaJetCargoDeathStart 2552 DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time 2553 OCLSecondary = OCL_AmericaJetCargoHulkDeath 2554 FXSecondary = FX_BigPlaneDeath 2555 ; FXFinalBlowUp = FX_JetDeathFinalBlowUp 2556 ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp 2557 ; DeathLoopSound = MICAL NEEDS TO MAKE ME 2558 End 2559 2560 ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_12 2561 ;;;;;;;; End 2562 2563 Behavior = ArmorUpgrade ModuleTag_Armor01 2564 TriggeredBy = Upgrade_AmericaCountermeasures 2565 End 2566 2567 Behavior = CountermeasuresBehavior ModuleTag_13 2568 TriggeredBy = Upgrade_AmericaCountermeasures 2569 FlareTemplateName = CountermeasureFlare 2570 FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) 2571 VolleySize = 4 ; Number of flares launched per volley (requires bones) 2572 VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back). 2573 VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value. 2574 DelayBetweenVolleys = 1000 ; Time between flare volleys 2575 NumberOfVolleys = 5 ; Number of times the volleys will fire before reloading 2576 ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only. 2577 EvasionRate = 30% ; With active flares, the specified percentage will be diverted. 2578 ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures. 2579 MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures. 2580 End 2581 2582 Behavior = TransitionDamageFX ModuleTag_17 2583 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 2584 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition 2585 End 2586 2587 2588 Geometry = Box 2589 GeometryIsSmall = No 2590 GeometryMajorRadius = 40.0 2591 GeometryMinorRadius = 10.0 2592 GeometryHeight = 10.0 2593 Shadow = SHADOW_VOLUME 2594 ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length 2595 End
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