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- ;------------------------------------------------------------------------------
- Object AirF_PointDefenseLaserBeam
- ; *** ART Parameters ***
- Draw = W3DLaserDraw ModuleTag_01
- Texture = EXLaser4.tga
- NumBeams = 5 ;Number of overlapping cylinders that make the beam. 1 beam will just use inner data.
- InnerBeamWidth = 0.005 ;The total width of beam
- InnerColor = R:255 G:0 B:180 A:120 ;The inside color of the laser (hot)
- OuterBeamWidth = 10 ;The total width of beam
- OuterColor = R:100 G:0 B:100 A:100 ;The outside color of the laser (cool)
- Tile = Yes ;The height of the texture will determine how many times to tile the texture to fit without scaling.
- ScrollRate = -2500 ;Scrolls the texture offset this fast -- towards(-) away(+)
- Segments = 1 ;Number of segments -- more segments give smoother curve (but more joints) Current max: 20
- SegmentOverlapRatio = 0 ;This value overlaps(+) or separates(-) the segments by ratio
- TilingScalar = -3 ;Stretches tiling if value > 1.0, otherwise shrinks it (1.0 is natural)
- ;MaxIntensityLifetime = 2000 ;Laser stays at max intensity for specified time in ms.
- ;FadeLifetime = 0 ;Laser will fade and delete.
- ;@todo -- add shot ability functionality (instead of instant point A to B)
- End
- KindOf = IMMOBILE
- ClientUpdate = LaserUpdate ModuleTag_02
- MuzzleParticleSystem = PaladinPointDefenseLaserFlare
- TargetParticleSystem = GenericLaserFlare
- End
- ;Used as a weapon, this is essentially a fast pulse laser. Adjusting
- ;the lifetime values will determine how long it renders. The damage
- ;is applied immediately, so lifetime doesn't matter.
- Behavior = LifetimeUpdate ModuleTag_03
- MinLifetime = 95 ; min lifetime in msec
- MaxLifetime = 95 ; max lifetime in msec
- End
- End
- ;------------------------------------------------------------------------------
- Object SupW_AmericaJetAurora
- ; *** ART Parameters ***
- SelectPortrait = SAFulArAurora_L
- ButtonImage = SAFulArAurora
- UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
- UpgradeCameo2 = Upgrade_AmericaCountermeasures
- ;UpgradeCameo3 = NONE
- ;UpgradeCameo4 = NONE
- ;UpgradeCameo5 = NONE
- Draw = W3DModelDraw ModuleTag_01
- DefaultConditionState
- Model = AVAuroraSW
- HideSubObject = BurnerFX03 BurnerFX04
- WeaponLaunchBone = PRIMARY WeaponA
- End
- ConditionState = JETEXHAUST
- ; exhaust
- ParticleSysBone = Wingtip01 JetContrail
- ParticleSysBone = Wingtip02 JetContrail
- End
- ConditionState = JETEXHAUST JETAFTERBURNER
- ; exhaust
- ParticleSysBone = Wingtip01 JetContrail
- ParticleSysBone = Wingtip02 JetContrail
- ; afterburner
- ShowSubObject = BurnerFX03 BurnerFX04
- ParticleSysBone = Engine01 JetLenzflare
- ParticleSysBone = Engine02 JetLenzflare
- End
- ConditionState = REALLYDAMAGED
- Model = AVAuroraSW_D
- ; damage
- ParticleSysBone = Smoke01 JetSmoke
- ParticleSysBone = Engine01 JetEngineDamagedSmoke
- End
- ConditionState = REALLYDAMAGED JETEXHAUST
- Model = AVAuroraSW_D
- ; damage
- ParticleSysBone = Smoke01 JetSmoke
- ParticleSysBone = Engine01 JetEngineDamagedSmoke
- ; exhaust
- ParticleSysBone = Wingtip01 JetContrail
- ParticleSysBone = Wingtip02 JetContrail
- End
- ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
- Model = AVAuroraSW_D
- ; damage
- ParticleSysBone = Smoke01 JetSmoke
- ParticleSysBone = Engine01 JetEngineDamagedSmoke
- ; afterburner
- ShowSubObject = BurnerFX03 BurnerFX04
- ParticleSysBone = Engine01 JetLenzflare
- ParticleSysBone = Engine02 JetLenzflare
- ; exhaust
- ParticleSysBone = Wingtip01 JetContrail
- ParticleSysBone = Wingtip02 JetContrail
- End
- ConditionState = RUBBLE
- Model = AVAurora_D1
- HideSubObject = None
- ShowSubObject = None
- End
- ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
- Model = AVAurora_D1
- ;HideSubObject is needed cause there're inherited from default condition state
- HideSubObject = None
- ShowSubObject = None
- ParticleSysBone = Engine01 JetExhaust
- ParticleSysBone = Engine02 JetExhaust
- ; exhaust
- ParticleSysBone = Wingtip01 JetContrail
- ParticleSysBone = Wingtip02 JetContrail
- End
- OkToChangeModelColor = Yes
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:SupW_Aurora
- EditorSorting = VEHICLE
- Side = AmericaSuperWeaponGeneral
- TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
- VisionRange = 180.0
- ShroudClearingRange = 600
- Prerequisites
- Object = SupW_AmericaAirfield
- Object = SupW_AmericaStrategyCenter
- End
- BuildCost = 2000
- BuildTime = 30.0 ;in seconds
- WeaponSet
- Conditions = None
- Weapon = PRIMARY SupW_AuroraFuelBombWeapon
- End
- ArmorSet
- Conditions = None
- Armor = AirplaneArmor
- DamageFX = None
- End
- ArmorSet
- Conditions = PLAYER_UPGRADE
- Armor = CountermeasuresAirplaneArmor
- DamageFX = None
- End
- ExperienceValue = 200 200 400 400 ;Experience point value at each level
- ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
- IsTrainable = Yes ;Can gain experience
- CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
- CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
- CommandSet = SupW_AmericaJetAuroraCommandSet
- ; *** AUDIO Parameters ***
- VoiceSelect = AuroraBomberVoiceSelect
- VoiceMove = AuroraBomberVoiceMove
- VoiceGuard = AuroraBomberVoiceMove
- VoiceAttack = AuroraBomberVoiceAttack
- SoundAmbient = AuroraBomberAmbientLoop
- SoundAmbientRubble = NoSound
- UnitSpecificSounds
- VoiceCreate = AuroraBomberVoiceCreate
- SoundEject = PilotSoundEject
- VoiceEject = PilotVoiceEject
- Afterburner = RaptorAfterburner
- VoiceLowFuel = AuroraBomberVoiceLowFuel
- VoiceGarrison = AuroraBomberVoiceMove
- End
- ; *** ENGINEERING Parameters ***
- RadarPriority = UNIT
- KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
- Body = ActiveBody ModuleTag_02
- MaxHealth = 80.0
- InitialHealth = 80.0
- End
- Behavior = JetSlowDeathBehavior ModuleTag_03
- FXOnGroundDeath = FX_JetOnGroundDeath
- OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp
- DestructionDelay = 99999999; destruction will happen when we
- RollRate = 0.2
- RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
- PitchRate = 0.0
- FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
- FXInitialDeath = FX_AuroraDeathInitial
- ;OCLInitialDeath = None
- DelaySecondaryFromInitialDeath = 500 ; in milliseconds
- FXSecondary = FX_JetDeathSecondary
- ;OCLSecondary = None
- FXHitGround = FX_JetDeathHitGround
- ;OCLHitGround = None
- DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
- FXFinalBlowUp = FX_JetDeathFinalBlowUp
- OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp
- ; DeathLoopSound = MICAL NEEDS TO MAKE ME
- End
- Behavior = EjectPilotDie ModuleTag_04
- GroundCreationList = OCL_EjectPilotOnGround
- AirCreationList = OCL_EjectPilotViaParachute
- ExemptStatus = HIJACKED
- VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
- End
- Behavior = PhysicsBehavior ModuleTag_05
- Mass = 500.0
- End
- Behavior = ExperienceScalarUpgrade ModuleTag_06
- TriggeredBy = Upgrade_AmericaAdvancedTraining
- AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
- End
- Behavior = JetAIUpdate ModuleTag_07
- OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
- ; note that it's expressed as a percent of max health, not an absolute
- TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
- TakeoffPause = 500
- MinHeight = 5
- SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode
- AttackLocomotorType = SET_SUPERSONIC
- AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately
- AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer
- ReturnForAmmoLocomotorType = SET_SLUGGISH
- ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
- End
- Locomotor = SET_NORMAL AuroraJetLocomotor
- Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor
- Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor
- Locomotor = SET_TAXIING BasicJetTaxiLocomotor
- Behavior = ArmorUpgrade ModuleTag_Armor01
- TriggeredBy = Upgrade_AmericaCountermeasures
- End
- Behavior = CountermeasuresBehavior ModuleTag_10
- TriggeredBy = Upgrade_AmericaCountermeasures
- FlareTemplateName = CountermeasureFlare
- FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
- VolleySize = 2 ; Number of flares launched per volley (requires bones)
- VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
- VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
- DelayBetweenVolleys = 1000 ; Time between flare volleys
- NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
- ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
- EvasionRate = 30% ; With active flares, the specified percentage will be diverted.
- ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
- MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
- End
- Behavior = PointDefenseLaserUpdate ModuleTag_Laser_One
- WeaponTemplate = AirF_PointDefenseLaser
- PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
- ScanRate = 0
- ScanRange = 200.0
- PredictTargetVelocityFactor = 1.0
- End
- Behavior = FlammableUpdate ModuleTag_21
- AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
- AflameDamageAmount = 3 ; taking this much damage...
- AflameDamageDelay = 500 ; this often.
- End
- Behavior = TransitionDamageFX ModuleTag_22
- ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
- ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
- End
- Geometry = Box
- GeometryIsSmall = Yes
- GeometryMajorRadius = 14.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 5.0
- Shadow = SHADOW_VOLUME
- ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
- End
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