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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
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