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Oct 23rd, 2015
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  1. ;------------------------------------------------------------------------------
  2. Object AirF_PointDefenseLaserBeam
  3. ; *** ART Parameters ***
  4. Draw = W3DLaserDraw ModuleTag_01
  5. Texture = EXLaser4.tga
  6. NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
  7. InnerBeamWidth = 0.005 ;The total width of beam
  8. InnerColor = R:255 G:0 B:180 A:120 ;The inside color of the laser (hot)
  9. OuterBeamWidth = 10 ;The total width of beam
  10. OuterColor = R:100 G:0 B:100 A:100 ;The outside color of the laser (cool)
  11. Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
  12. ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+)
  13. Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
  14. SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio
  15. TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)
  16.  
  17. ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
  18. ;FadeLifetime = 0 ;Laser will fade and delete.
  19. ;@todo -- add shot ability functionality (instead of instant point A to B)
  20. End
  21.  
  22.  
  23. KindOf = IMMOBILE
  24. ClientUpdate = LaserUpdate ModuleTag_02
  25. MuzzleParticleSystem = PaladinPointDefenseLaserFlare
  26. TargetParticleSystem = GenericLaserFlare
  27. End
  28.  
  29. ;Used as a weapon, this is essentially a fast pulse laser. Adjusting
  30. ;the lifetime values will determine how long it renders. The damage
  31. ;is applied immediately, so lifetime doesn't matter.
  32. Behavior = LifetimeUpdate ModuleTag_03
  33. MinLifetime = 95 ; min lifetime in msec
  34. MaxLifetime = 95 ; max lifetime in msec
  35. End
  36. End
  37.  
  38.  
  39.  
  40.  
  41.  
  42. ;------------------------------------------------------------------------------
  43. Object SupW_AmericaJetAurora
  44.  
  45. ; *** ART Parameters ***
  46. SelectPortrait = SAFulArAurora_L
  47. ButtonImage = SAFulArAurora
  48.  
  49. UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  50. UpgradeCameo2 = Upgrade_AmericaCountermeasures
  51. ;UpgradeCameo3 = NONE
  52. ;UpgradeCameo4 = NONE
  53. ;UpgradeCameo5 = NONE
  54.  
  55. Draw = W3DModelDraw ModuleTag_01
  56.  
  57. DefaultConditionState
  58. Model = AVAuroraSW
  59. HideSubObject = BurnerFX03 BurnerFX04
  60. WeaponLaunchBone = PRIMARY WeaponA
  61. End
  62.  
  63. ConditionState = JETEXHAUST
  64. ; exhaust
  65. ParticleSysBone = Wingtip01 JetContrail
  66. ParticleSysBone = Wingtip02 JetContrail
  67. End
  68.  
  69. ConditionState = JETEXHAUST JETAFTERBURNER
  70. ; exhaust
  71. ParticleSysBone = Wingtip01 JetContrail
  72. ParticleSysBone = Wingtip02 JetContrail
  73. ; afterburner
  74. ShowSubObject = BurnerFX03 BurnerFX04
  75. ParticleSysBone = Engine01 JetLenzflare
  76. ParticleSysBone = Engine02 JetLenzflare
  77. End
  78.  
  79. ConditionState = REALLYDAMAGED
  80. Model = AVAuroraSW_D
  81. ; damage
  82. ParticleSysBone = Smoke01 JetSmoke
  83. ParticleSysBone = Engine01 JetEngineDamagedSmoke
  84. End
  85.  
  86. ConditionState = REALLYDAMAGED JETEXHAUST
  87. Model = AVAuroraSW_D
  88. ; damage
  89. ParticleSysBone = Smoke01 JetSmoke
  90. ParticleSysBone = Engine01 JetEngineDamagedSmoke
  91. ; exhaust
  92. ParticleSysBone = Wingtip01 JetContrail
  93. ParticleSysBone = Wingtip02 JetContrail
  94. End
  95.  
  96. ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
  97. Model = AVAuroraSW_D
  98. ; damage
  99. ParticleSysBone = Smoke01 JetSmoke
  100. ParticleSysBone = Engine01 JetEngineDamagedSmoke
  101. ; afterburner
  102. ShowSubObject = BurnerFX03 BurnerFX04
  103. ParticleSysBone = Engine01 JetLenzflare
  104. ParticleSysBone = Engine02 JetLenzflare
  105. ; exhaust
  106. ParticleSysBone = Wingtip01 JetContrail
  107. ParticleSysBone = Wingtip02 JetContrail
  108. End
  109.  
  110. ConditionState = RUBBLE
  111. Model = AVAurora_D1
  112. HideSubObject = None
  113. ShowSubObject = None
  114. End
  115.  
  116. ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
  117. Model = AVAurora_D1
  118. ;HideSubObject is needed cause there're inherited from default condition state
  119. HideSubObject = None
  120. ShowSubObject = None
  121. ParticleSysBone = Engine01 JetExhaust
  122. ParticleSysBone = Engine02 JetExhaust
  123. ; exhaust
  124. ParticleSysBone = Wingtip01 JetContrail
  125. ParticleSysBone = Wingtip02 JetContrail
  126. End
  127.  
  128. OkToChangeModelColor = Yes
  129. End
  130.  
  131. ; ***DESIGN parameters ***
  132. DisplayName = OBJECT:SupW_Aurora
  133. EditorSorting = VEHICLE
  134. Side = AmericaSuperWeaponGeneral
  135. TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
  136. VisionRange = 180.0
  137. ShroudClearingRange = 600
  138. Prerequisites
  139. Object = SupW_AmericaAirfield
  140. Object = SupW_AmericaStrategyCenter
  141. End
  142. BuildCost = 2000
  143. BuildTime = 30.0 ;in seconds
  144. WeaponSet
  145. Conditions = None
  146. Weapon = PRIMARY SupW_AuroraFuelBombWeapon
  147. End
  148. ArmorSet
  149. Conditions = None
  150. Armor = AirplaneArmor
  151. DamageFX = None
  152. End
  153. ArmorSet
  154. Conditions = PLAYER_UPGRADE
  155. Armor = CountermeasuresAirplaneArmor
  156. DamageFX = None
  157. End
  158.  
  159. ExperienceValue = 200 200 400 400 ;Experience point value at each level
  160. ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
  161. IsTrainable = Yes ;Can gain experience
  162. CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  163. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
  164. CommandSet = SupW_AmericaJetAuroraCommandSet
  165.  
  166. ; *** AUDIO Parameters ***
  167. VoiceSelect = AuroraBomberVoiceSelect
  168. VoiceMove = AuroraBomberVoiceMove
  169. VoiceGuard = AuroraBomberVoiceMove
  170. VoiceAttack = AuroraBomberVoiceAttack
  171. SoundAmbient = AuroraBomberAmbientLoop
  172. SoundAmbientRubble = NoSound
  173. UnitSpecificSounds
  174. VoiceCreate = AuroraBomberVoiceCreate
  175. SoundEject = PilotSoundEject
  176. VoiceEject = PilotVoiceEject
  177. Afterburner = RaptorAfterburner
  178. VoiceLowFuel = AuroraBomberVoiceLowFuel
  179. VoiceGarrison = AuroraBomberVoiceMove
  180. End
  181.  
  182. ; *** ENGINEERING Parameters ***
  183. RadarPriority = UNIT
  184. KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
  185. Body = ActiveBody ModuleTag_02
  186. MaxHealth = 80.0
  187. InitialHealth = 80.0
  188. End
  189.  
  190. Behavior = JetSlowDeathBehavior ModuleTag_03
  191. FXOnGroundDeath = FX_JetOnGroundDeath
  192. OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp
  193. DestructionDelay = 99999999; destruction will happen when we
  194. RollRate = 0.2
  195. RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
  196. PitchRate = 0.0
  197. FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
  198. FXInitialDeath = FX_AuroraDeathInitial
  199. ;OCLInitialDeath = None
  200. DelaySecondaryFromInitialDeath = 500 ; in milliseconds
  201. FXSecondary = FX_JetDeathSecondary
  202. ;OCLSecondary = None
  203. FXHitGround = FX_JetDeathHitGround
  204. ;OCLHitGround = None
  205. DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
  206. FXFinalBlowUp = FX_JetDeathFinalBlowUp
  207. OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp
  208. ; DeathLoopSound = MICAL NEEDS TO MAKE ME
  209. End
  210. Behavior = EjectPilotDie ModuleTag_04
  211. GroundCreationList = OCL_EjectPilotOnGround
  212. AirCreationList = OCL_EjectPilotViaParachute
  213. ExemptStatus = HIJACKED
  214. VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
  215. End
  216.  
  217. Behavior = PhysicsBehavior ModuleTag_05
  218. Mass = 500.0
  219. End
  220.  
  221. Behavior = ExperienceScalarUpgrade ModuleTag_06
  222. TriggeredBy = Upgrade_AmericaAdvancedTraining
  223. AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  224. End
  225.  
  226. Behavior = JetAIUpdate ModuleTag_07
  227. OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
  228. ; note that it's expressed as a percent of max health, not an absolute
  229. TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
  230. TakeoffPause = 500
  231. MinHeight = 5
  232. SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode
  233. AttackLocomotorType = SET_SUPERSONIC
  234. AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately
  235. AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer
  236. ReturnForAmmoLocomotorType = SET_SLUGGISH
  237. ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
  238. End
  239. Locomotor = SET_NORMAL AuroraJetLocomotor
  240. Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor
  241. Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor
  242. Locomotor = SET_TAXIING BasicJetTaxiLocomotor
  243.  
  244. Behavior = ArmorUpgrade ModuleTag_Armor01
  245. TriggeredBy = Upgrade_AmericaCountermeasures
  246. End
  247.  
  248. Behavior = CountermeasuresBehavior ModuleTag_10
  249. TriggeredBy = Upgrade_AmericaCountermeasures
  250. FlareTemplateName = CountermeasureFlare
  251. FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
  252. VolleySize = 2 ; Number of flares launched per volley (requires bones)
  253. VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
  254. VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
  255. DelayBetweenVolleys = 1000 ; Time between flare volleys
  256. NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
  257. ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
  258. EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
  259. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
  260. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
  261. End
  262.  
  263. Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
  264. WeaponTemplate = AirF_PointDefenseLaser
  265. PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
  266. ScanRate = 0
  267. ScanRange = 200.0
  268. PredictTargetVelocityFactor = 1.0
  269. End
  270.  
  271. Behavior = FlammableUpdate ModuleTag_21
  272. AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
  273. AflameDamageAmount = 3 ; taking this much damage...
  274. AflameDamageDelay = 500 ; this often.
  275. End
  276.  
  277. Behavior = TransitionDamageFX ModuleTag_22
  278. ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
  279. ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
  280. End
  281.  
  282.  
  283. Geometry = Box
  284. GeometryIsSmall = Yes
  285. GeometryMajorRadius = 14.0
  286. GeometryMinorRadius = 7.0
  287. GeometryHeight = 5.0
  288. Shadow = SHADOW_VOLUME
  289. ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
  290.  
  291. End
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