;------------------------------------------------------------------------------ Object GLAJetCargoPlane ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 ParticlesAttachedToAnimatedBones = Yes DefaultConditionState Model = UVCargoPln Animation = UVCargoPln.UVCargoPln AnimationMode = LOOP ParticleSysBone = Engine01 JetBlackTrail ParticleSysBone = Engine02 JetBlackTrail ParticleSysBone = Engine03 JetBlackTrail ParticleSysBone = Engine04 JetBlackTrail End ConditionState = DAMAGED Model = UVCargoPln_D Animation = UVCargoPln_D.UVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = UVCargoPln_D Animation = UVCargoPln_D.UVCargoPln_D AnimationMode = MANUAL Flags = START_FRAME_FIRST ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Propeller03 JetBlackTrailThin ParticleSysBone = Propeller04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge End ConditionState = RUBBLE Model = UVCargoPln_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke03 JetFireLarge ParticleSysBone = Smoke04 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge ParticleSysBone = Smoke03 JetSmokeLarge ParticleSysBone = Smoke04 JetSmokeLarge End OkToChangeModelColor = Yes End Draw = W3DModelDraw ModuleTag_02 DefaultConditionState Model = UVCargoPln_A2 Animation = UVCargoPln_A2.UVCargoPln_A2 AnimationMode = MANUAL Flags = START_FRAME_FIRST End ConditionState = DOOR_1_OPENING Model = UVCargoPln_A2 Animation = UVCargoPln_A2.UVCargoPln_A2 AnimationMode = ONCE Flags = START_FRAME_FIRST End ConditionState = DOOR_1_CLOSING Model = UVCargoPln_A2 Animation = UVCargoPln_A2.UVCargoPln_A2 AnimationMode = ONCE_BACKWARDS Flags = START_FRAME_LAST End End ; ***DESIGN parameters *** DisplayName = OBJECT:CargoPlane EditorSorting = VEHICLE Side = GLA TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 0.0 ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End CommandSet = Command_ScriptedTransportDrops ; *** AUDIO Parameters *** SoundAmbient = C130AmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE TRANSPORT AIRCRAFT FORCEATTACKABLE IGNORED_IN_GUI EMP_HARDENED Body = ActiveBody ModuleTag_03 MaxHealth = 1000.0 InitialHealth = 1000.0 End ExperienceValue = 40 40 40 40 ; Experience point value at each level Behavior = PhysicsBehavior ModuleTag_04 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_05 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ;500 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Locomotor = SET_NORMAL B52Locomotor Behavior = TransportContain ModuleTag_06 Slots = 100 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE FORCEATTACKABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End ;SCRIPTED SUPPORT: These special powers are triggered directly ;from the transport without creating a transport. This is done ;via new code support and CreateLocation USE_OWNER_OBJECT -- ;which also prevents creating the payload transport. Behavior = OCLSpecialPower ModuleTag_07 SpecialPowerTemplate = SuperweaponDaisyCutter ;@@KRIS@@ OCL = SUPERWEAPON_DaisyCutter CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_08 SpecialPowerTemplate = SuperweaponParadropAmerica UpgradeOCL = SCIENCE_Paradrop3 SUPERWEAPON_Paradrop3 UpgradeOCL = SCIENCE_Paradrop2 SUPERWEAPON_Paradrop2 OCL = SUPERWEAPON_Paradrop1 CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = OCLSpecialPower ModuleTag_09 SpecialPowerTemplate = SuperweaponCarpetBomb OCL = SUPERWEAPON_CarpetBomb CreateLocation = USE_OWNER_OBJECT ScriptedSpecialPowerOnly = Yes End Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath End ;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_11 ;;;;;;;; End Behavior = TransitionDamageFX ModuleTag_12 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 40.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End