[ Index ] WAROFGENERALS

PHP Cross Reference of WAROFGENERALS MODS SOURCES

title

Body

[close]

/Command and conquer Heure H/Light of five stars/INI/Object/ -> GLAAir.ini (source)

   1  
   2  ;------------------------------------------------------------------------------
   3  Object GLAJetCargoPlane
   4  
   5    ; *** ART Parameters ***
   6    Draw = W3DModelDraw ModuleTag_01
   7    ParticlesAttachedToAnimatedBones = Yes 
   8      DefaultConditionState
   9        Model           = UVCargoPln
  10        Animation       = UVCargoPln.UVCargoPln
  11        AnimationMode   = LOOP
  12        ParticleSysBone = Engine01 JetBlackTrail
  13        ParticleSysBone = Engine02 JetBlackTrail
  14        ParticleSysBone = Engine03 JetBlackTrail
  15        ParticleSysBone = Engine04 JetBlackTrail      
  16      End
  17      ConditionState = DAMAGED
  18        Model           = UVCargoPln_D
  19        Animation       = UVCargoPln_D.UVCargoPln_D
  20        AnimationMode   = MANUAL
  21        Flags           = START_FRAME_FIRST
  22        ParticleSysBone = Smoke01 JetFireLarge
  23        ParticleSysBone = Smoke02 JetFireLarge
  24        ParticleSysBone = Propeller03 JetBlackTrailThin
  25        ParticleSysBone = Propeller04 JetBlackTrailThin
  26        ParticleSysBone = Smoke01 JetSmokeLarge
  27        ParticleSysBone = Smoke02 JetSmokeLarge
  28        ParticleSysBone = Smoke03 JetSmokeLarge
  29      End
  30      ConditionState = REALLYDAMAGED
  31        Model           = UVCargoPln_D
  32        Animation       = UVCargoPln_D.UVCargoPln_D
  33        AnimationMode   = MANUAL
  34        Flags           = START_FRAME_FIRST
  35        ParticleSysBone = Smoke01 JetFireLarge
  36        ParticleSysBone = Smoke02 JetFireLarge
  37        ParticleSysBone = Propeller03 JetBlackTrailThin
  38        ParticleSysBone = Propeller04 JetBlackTrailThin
  39        ParticleSysBone = Smoke01 JetSmokeLarge
  40        ParticleSysBone = Smoke02 JetSmokeLarge
  41        ParticleSysBone = Smoke03 JetSmokeLarge
  42      End
  43      ConditionState = RUBBLE
  44        Model           = UVCargoPln_D1
  45        ParticleSysBone = Smoke01 JetFireLarge
  46        ParticleSysBone = Smoke02 JetFireLarge
  47        ParticleSysBone = Smoke03 JetFireLarge
  48        ParticleSysBone = Smoke04 JetFireLarge
  49        ParticleSysBone = Smoke01 JetSmokeLarge
  50        ParticleSysBone = Smoke02 JetSmokeLarge
  51        ParticleSysBone = Smoke03 JetSmokeLarge
  52        ParticleSysBone = Smoke04 JetSmokeLarge
  53      End
  54      
  55      OkToChangeModelColor = Yes
  56    End
  57  
  58    Draw = W3DModelDraw ModuleTag_02
  59      DefaultConditionState
  60        Model           = UVCargoPln_A2
  61        Animation       = UVCargoPln_A2.UVCargoPln_A2
  62        AnimationMode   = MANUAL
  63        Flags           = START_FRAME_FIRST
  64      End
  65      ConditionState = DOOR_1_OPENING
  66        Model           = UVCargoPln_A2
  67        Animation       = UVCargoPln_A2.UVCargoPln_A2
  68        AnimationMode   = ONCE
  69        Flags           = START_FRAME_FIRST
  70      End
  71      ConditionState = DOOR_1_CLOSING
  72        Model           = UVCargoPln_A2
  73        Animation       = UVCargoPln_A2.UVCargoPln_A2
  74        AnimationMode   = ONCE_BACKWARDS
  75        Flags           = START_FRAME_LAST
  76      End
  77    End
  78    
  79    ; ***DESIGN parameters ***
  80    DisplayName         = OBJECT:CargoPlane
  81    EditorSorting       = VEHICLE
  82    Side                = GLA
  83    TransportSlotCount  = 0                 ;how many "slots" we take in a transport (0 == not transportable)
  84    VisionRange         = 0.0 
  85    ArmorSet
  86      Conditions      = None
  87      Armor           = AirplaneArmor
  88      DamageFX        = None
  89    End
  90    CommandSet          = Command_ScriptedTransportDrops
  91  
  92    ; *** AUDIO Parameters ***
  93    SoundAmbient = C130AmbientLoop
  94    SoundAmbientRubble    = NoSound
  95  
  96    ; *** ENGINEERING Parameters ***
  97    RadarPriority = UNIT
  98    KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED
  99    Body = ActiveBody ModuleTag_03
 100      MaxHealth       = 1000.0
 101      InitialHealth   = 1000.0
 102    End
 103  
 104    ExperienceValue     = 40 40 40 40  ; Experience point value at each level
 105   
 106    Behavior = PhysicsBehavior ModuleTag_04
 107      Mass = 500.0
 108    End
 109  
 110    Behavior = DeliverPayloadAIUpdate ModuleTag_05
 111      DoorDelay = 500
 112      MaxAttempts = 4
 113      DropOffset = X:0 Y:0 Z:-10
 114      DropDelay = 300 ;500 ; time in between each item dropped (if more than one)
 115      PutInContainer = AmericaParachute
 116      DeliveryDistance = 150
 117    End
 118    Locomotor = SET_NORMAL B52Locomotor
 119  
 120    Behavior = TransportContain ModuleTag_06
 121      Slots = 100                     ; hey, it's a BIG transport
 122      ScatterNearbyOnExit = No
 123      OrientLikeContainerOnExit = Yes
 124      KeepContainerVelocityOnExit = Yes
 125      ExitPitchRate = 30
 126      ExitBone = WeaponA01
 127      AllowInsideKindOf  = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE FORCEATTACKABLE
 128      DoorOpenTime = 0                ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em
 129      NumberOfExitPaths = 0
 130      DestroyRidersWhoAreNotFreeToExit = Yes  ; 'destroy' as opposed to 'kill'
 131    End
 132  
 133    ;SCRIPTED SUPPORT: These special powers are triggered directly 
 134    ;from the transport without creating a transport. This is done 
 135    ;via new code support and CreateLocation USE_OWNER_OBJECT -- 
 136    ;which also prevents creating the payload transport.
 137    Behavior    = OCLSpecialPower ModuleTag_07
 138      SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@
 139      OCL                  = SUPERWEAPON_DaisyCutter
 140      CreateLocation       = USE_OWNER_OBJECT
 141      ScriptedSpecialPowerOnly = Yes
 142    End
 143    Behavior    = OCLSpecialPower ModuleTag_08
 144      SpecialPowerTemplate = SuperweaponParadropAmerica
 145      UpgradeOCL           = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3
 146      UpgradeOCL           = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2
 147      OCL                  = SUPERWEAPON_Paradrop1
 148      CreateLocation       = USE_OWNER_OBJECT
 149      ScriptedSpecialPowerOnly = Yes
 150    End 
 151    Behavior    = OCLSpecialPower ModuleTag_09
 152      SpecialPowerTemplate = SuperweaponCarpetBomb
 153      OCL                  = SUPERWEAPON_CarpetBomb
 154      CreateLocation       = USE_OWNER_OBJECT
 155      ScriptedSpecialPowerOnly = Yes
 156    End 
 157  
 158    Behavior                          = JetSlowDeathBehavior ModuleTag_10
 159      DestructionDelay                = 2000 
 160      RollRate                        = 0.0
 161      RollRateDelta                   = 100%      ;each frame, rollrate = rollrate * rollrateDelta
 162      PitchRate                       = 0
 163      FallHowFast                     = 25.0%    ;Bigger is faster (can be over 100%,it's a fraction of gravity)
 164      FXInitialDeath                  = FX_JetBigDeathInitial
 165      OCLInitialDeath                 = OCL_AmericaJetCargoDeathStart
 166      DelaySecondaryFromInitialDeath  = 2000       ; in milliseconds     This guy won't hit the ground, so this time equals the above time
 167      OCLSecondary                    = OCL_AmericaJetCargoHulkDeath
 168      FXSecondary                     = FX_BigPlaneDeath
 169    End
 170  
 171  ;;;;;;;;  ClientUpdate         = AnimatedParticleSysBoneClientUpdate ModuleTag_11
 172  ;;;;;;;;  End
 173  
 174    Behavior = TransitionDamageFX ModuleTag_12
 175      DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
 176      ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition
 177    End
 178  
 179    Geometry = Box
 180    GeometryIsSmall = No
 181    GeometryMajorRadius = 40.0
 182    GeometryMinorRadius = 10.0
 183    GeometryHeight = 10.0
 184    Shadow = SHADOW_VOLUME
 185    ShadowSizeX = 89  ; minimum elevation angle above horizon. Used to limit shadow length
 186  
 187  End


Generated: Sat Mar 28 08:18:23 2009 Cross-referenced by PHPXref 0.7