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- <LocomotorTemplate
- TurnWhileMoving="true"
- ActiveModelConditions="OVER_WATER"
- ActiveObjectStatus="WATER_LOCOMOTOR_ACTIVE OVER_WATER"
- PreferredHeightPitchingEpsilon="9" <!-- seen used for air units -->
- LookAheadMult="2.0" <!-- no idea what it does -->
- UniformAxialDamping="0.2" <!-- seen re-used in RA3 for air units (GenZH = avalanche only) -->
- TurnThresholdHS="90d"
- DontNegateDeceleratePitchFactor="true"
- BounceKick="0.4r" <!-- not sure what it does exactly, maybe bounce from terrain after crash(sliding on terrain) but it appears to be renamed from "bounce" in genzh -->
- YawStiffness="0.1" <!-- in RA3 this is commented to be "read as: YawMultiplier"
- ForwardAccelerationPitchFactor="0.1" <!-- in RA3 this is commented: 0 = no movement, 1 = backflips (value can be decimal anything in between) -->
- SpeedBasedHeightOffset="7"
- TurnThreshold="90d"
- EasingTakeOffAndLanding="true"
- EasingPercentage="40%"
- PreferredAttackHeight="300"
- <!-- seems like terrain bouncing support is needed for airplanes to crash with proper looks (not glued to the ground at impact) -->
- <BounceKickTerrainMapping
- id="TankBounceKickTerrainMapping" >
- <Mapping
- TerrainClass="Grass"
- BounceMultiplier="125%"/>
- <Mapping
- TerrainClass="Rock"
- BounceMultiplier="10%"/>
- <Mapping
- TerrainClass="Road"
- BounceMultiplier="10%"/>
- </BounceKickTerrainMapping>
- />
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