-- UNITDEF -- ECOMMANDER --
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local unitName = "ecommander"
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local unitDef = {
--Begin tags entered from Notepad++ en masse
pieceTrailCEGTag = "deathceg",
pieceTrailCEGRange = 2,
--End tags entered from Notepad++
acceleration = 0.2,
brakeRate = 0.24,
buildCostEnergy = 0,
buildCostMetal = 15,
buildDistance = 1700,
builder = true,
buildTime = 5,
commander = true,
capturable = false,
CanAttack = true,
CanAssist = true,
CanCapture = true,
cancollect = "1",
canGuard = true,
canMove = true,
canPatrol = true,
canreclamate = "1",
canstop = "1",
category = "NOTAIR SUPPORT",
description = [[Armortype: Heavy
• Press 'D' to activate EMP Defense]],
energyMake = 0,
energyStorage = 0,
energyUse = 0,
explodeAs = "emp",
fireState = "0",
footprintX = 4,
footprintZ = 4,
iconType = "commander",
idleAutoHeal = .5,
idleTime = 2200,
levelground = true,
maxDamage = 2500,
maxSlope = 180,
maxVelocity = 3,
maxReverseVelocity = 1,
maxWaterDepth = 5000,
metalmake = 0,
metalStorage = 0,
movementClass = "COMMANDERTANK4",
moveState = "0",
name = "The Overseer",
noChaseCategories = "NOTAIR SUPPORT VTOL AMPHIB",
objectName = "ecommander2.s3o",
radarDistance = 0,
selfDestructAs = "emp",
showNanoSpray = "0",
sightDistance = 1500,
smoothAnim = true,
stealth = false,
turnRate = 1500,
unitname = "ecommander",
upright = false,
workerTime = 2,
capturespeed = 2,
TerraformSpeed = 20000,
ReclaimSpeed = 1000,
repairspeed = 0.05,
sfxtypes = {
explosiongenerators = {
"custom:nanoflame",
"custom:dirt",
"custom:blacksmoke",
},
},
buildoptions = {
-- "eexperimentalfac",
"ebasefactory", --new
"eminifac", --new
"eamphibfac",
"eairplant",
"eexperimentalfac",
"emetalextractor", --new
"emaker", --new
"esolar2", --new
"egeothermal", --new
"efusion2", --new
"estorage", --new
"eradar2", --new
"ejammer2", --new
"ebarricade",
"elightturret2", --new
"eheavyturret2", --new
"eaaturret",
"elrpc",
"eshieldgen",
"esilo"
},
sounds = {
underattack = "unitsunderattack1",
ok = {
"ack",
},
select = {
"unitselect",
},
},
weapons = {
[1] = {
def = "fusionfx",
onlyTargetCategories = " ",
},
[2] = {
def = "emp",
onlyTargetCategories = " ",
},
},
customParams = {
needed_cover = 2,
death_sounds = "soldier",
cancollect = "1",
armortype = "heavyarmor",
nofriendlyfire = "1",
normaltex = "unittextures/lego2skin_explorernormal.png",
helptext = [[The commander has an EMP defense shockwave weapon that can be triggered every 10 seconds. It costs 50 energy, so use it wisely.]],
ring1radius = "1000", --Using this one for buildrange
ring1color = "1,0.5,0,0.8", --Orangeish
ring1thickness = "1", --Normalish thickness
ring1ShowOnlySelected = "true", --boolean If true, ring only shows when the unit is selected, if false, show all the time.
ring2radius = "500", --Using this one for energy core collection
ring2color = "0.5,0,1,0.6", --purplish
ring2thickness = "1", --Normalish thickness
ring2ShowOnlySelected = "false", --boolean If true, ring only shows when the unit is selected, if false, show all the time.
},
}
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local weaponDefs = {
fusionfx = {
AreaOfEffect = 5,
avoidFeature = false,
avoidFriendly = false,
beamTime = 0.1,
beamWeapon = true,
collideFeature = false,
collideFriendly = false,
coreThickness = 0.1,
craterBoost = 0,
craterMult = 0,
explosionGenerator = "custom:empty",
fallOffRate = 0.5,
minintensity = 1,
impulseFactor = 0,
largeBeamLaser = true,
lineOfSight = true,
name = "Light Laser",
noSelfDamage = true,
range = 800,
reloadtime = 0.1,
WeaponType = "BeamLaser",
rgbColor = "0 0 0.5",
rgbColor2 = "0.2 0.2 0.2",
selfprop = true,
soundTrigger = true,
startVelocity = 1500,
targetMoveError = 0.3,
thickness = 1,
turret = true,
weaponVelocity = 1500,
damage = {
default = 0,
},
},
emp = {
AreaOfEffect = 1000,
avoidFriendly = false,
ballistic = true,
collideFriendly = false,
commandfire = true,
explosionGenerator = "custom:POWERPLANT_EXPLOSION_BIG",
energypershot = 50,
edgeEffectiveness = 1,
impulseFactor = 0,
name = "Emp Blast Weapon",
paralyzer = true,
paralyzetime = 5,
range = 50,
reloadtime = 10,
weaponType = "Cannon",
soundStart = "emp.wav",
startsmoke = "1",
turret = true,
weaponVelocity = 1000,
customparams = {
damagetype = "medium",
nofriendlyfire = "true",
},
damage = {
default = 1000,
},
},
}
unitDef.weaponDefs = weaponDefs
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return lowerkeys({ [unitName] = unitDef })
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