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- // ===========================
- // Rook Common Settings
- // ===========================
- //
- BaseName = NA
- IsHuman = false
- //
- // ================
- // General Settings
- // ================
- StartingCredits = 25000 // - credits you start the match with (default)
- StartingCreditsCTF = 0 // - CTF mode starting credits
- CreditsCap = 100000 // - most credits you can have/cap - can be modified by Pilot
- CommandPoints = 150 // - command points; controls maximum number of units
- InvincibleTimer = 3.0 // - respawn invincibility timer - reset by firing or picking up units
- PreRespawnTimer = 1.0 // - time to look at destroyed spot before respawn timer starts
- RespawnTimer = 1.5 // - number of second to respawn at base after we've been destroyed (was 1 second)
- RespawnAnimSpeed = 1.0 // - base speed of the respawn animation (modified by pilot bonus)
- RespawnCreditsCost = 1000 // - credits that must be paid before respawn animation will start
- TransformTime_ToRobot = 0.3
- TransformTime_ToAir = 0.7
- AnimSpeedToRobot = 1.0 // - this is now count in seconds to transform to Groundmode - animation speed is computed by the game code
- AnimSpeedToAir = 0.7 // - this is now count in seconds to transform to Airmode - animation speed is computed by the game code
- ActiveEaseOutToRobotAfter = 10.0 // high default value - ease out of 'to robot' transform animation on active input (move) after this time in the animation
- VehicleScale = 1 1 1 // vehicle render scale to use
- PropRenderScale = 1.4 // scale factor when showing as a prop - in the 3d main menu level
- DirectionalIndicatorModel = HelperDirection.amf
- DirectionalIndicatorMaterial = mat_HelperDirection
- AirMechAnimV = 1
- AirMechAnimV_Melee = 2
- RookStateController = RookTitan
- // DEFAULTS
- AnalogInputThreshholds_Turn = "1 1 32768" // - turning, on the thumbstick, input is from 0->32768
- AnalogInputThreshholds_Thrust = "1 1 32768" // - thrust, on the thumbstick, input is from 0->32768
- PowerGen = 0.0
- RadarRange = 35.0 // radar uncover range
- RadarUnjamRange = 16.0 // unjam - radar uncover after jammers processing
- SetTeamHighlightColor = false
- // ======================
- // Armor/Defense Settings
- // ======================
- //
- DmgScalarPowerSword = 0.7 // - damage scalar against power sword damage
- // ===============
- // Transport Mode
- // ===============
- //
- TransportPickupRangeSq = 16.0 //6.25 // our pickup range squared
- TransportMaxThrusterRotation = -45.0
- TransportThrusterSlewRate = 0.15
- TransportHPCapacity = 4000
- TransportMaxUnitCount = 4
- // =========
- // Collision
- // =========
- // - AirMech are now using a ZRel setting per Air/Gnd mode. The collision shape is assumes to be a
- // - single, primitive, shape now, with no 'at' offset other than the straight z offset provided by 'zrel'
- // - since AirMechs are no longer compound bodies, a single collision def must be select, and used; not
- // - switching between them from air to ground.
- AirCollisionZRel = 0.5
- GndCollisionZRel = 1.4
- AirMechCollisionDef = "Sphere 1.4"
- AirMechPhysMaterial = default // - phys material to use for the AirMech
- AirMechCollPush = "10.0 1.8 130.0 15.0" // - Ignore Speed, Radius, Force, Nominal Force at Speed
- AirMechAllySep = "9.0 1.0 2.0 0.0" // - Separate Max Speed, Radius, Force, Unused
- MineWeightMask = 1 // controls what mines we set off: 1=Light, 2=Heavy. Bit mask against what type of mine a mine is
- // ========================
- // Movement (Vehicle - Air)
- // ========================
- //
- // Rotation
- ShipMaxRotThrust = 290 // - max degrees per second the ship can turn (not physics based)
- ShipMaxRotTorque = 666000 // - max rotational torque for the fine control thrusters (physics based)
- ShipMaxRotTorqueFiring = 1200000 // - max rotational torque for the fine control thrusters - when firing!(physics based)
- RobotMaxRotTorque = 0 // - max rotational torque when in robot mode (controls robot mode rotation speed)
- RobotMaxRotTorqueTurnOnlyMode = 400000
- ShipAngularDamping = 30.0
- ShipBankingAngleSlewDown = 0.18 // - banking angle slew rate to use when target angle is decreasing
- ShipBankingAngleSlewUp = 0.3 // - banking angle slew rate to use when target angle is increasing
- ShipBankingAngleClipAbsMax = 70.0 // - max banking angle (negative and positive) the engine will clip to
- RookPitchScalar = 40.0 // - ship pitching scalar - modified pitch target based on snap change to elevation of ship per terrain tracking
- RookPitchToTargetSlew = 0.1 // - ship pitching slew rate - current -> target
- RookPitchTargetDecaySlew = 0.8 // - ship pitching decay slew factor of target pitch
- RookPitchAngleClipAbsMax = 35.0 // - max ship pitch angle (negative and positive) the engine will clip to
- RookAirFallControl = "1.0 0.9 10.0 0.98" // - rook air mode falling controls. MinSpd, OffsetMult, MaxSpd, OffsetMult. Lerp between them
- RookAirRiseSlew = 0.3 // - height rise control; 1.0 is instant, closer to 0.0 is mushy
- CarryHeightOffset = -0.5 // terrain follow height offset when carrying (slewed in/out)
- AimMaxTilt = 20.0 // - max tilt in degrees for Rooks using this movement style
- // by default, pitch are roll are split based on facing. Additional scalars here to make this work better for particular units
- AimPitchMult = 0.2
- AimRollMult = 1.0
- ImpactRollScalar = 0.95
- //
- // Translation
- ShipForwardThrustSettings = "60 177 4 15" // - minSpeedThrust, maxSpeedThrust, minSpeed, maxSpeed. Defines velocity sensitive fwd thrust
- RobotForwardThrustSettings = "70 133 3 6" // - minSpeedThrust, maxSpeedThrust, minSpeed, maxSpeed. Defines velocity sensitive fwd thrust
- ShipLinearDamping = 5.0
- TransportLinearDampBase = 5.5
- TransportLinearDamping = 7.0 // Transport is the flying mode while carrying a unit. This makes you fly slower and use more fuel.
- TransportLinearDampCalcNominalHP = 1000.0 // this many unit HP to slew to the specified 'TransportLinearDamping' setting. James know's what time it is!
- RobotLinearDamping = 12.0
- AirThrustMultWhenFiring = 0.8
- GndThrustMultWhenFiring = 1.0
- AirThrustMultWhenFiringAbilityBonus = 0.04 // see warthog.
- GndThrustMultWhenFiringAbilityBonus = 0.0
- //// respawn variable setting
- Fuel_OnStart = 10
- // =========================
- // Movement (Robot - Ground)
- // =========================
- //
- // Rotation
- // Fuel, Health
- FuelCapacity = 10 // - maximum fuel capacity
- FuelConsumption = 0.5 // - units of fuel used per second of full thrust
- FuelConsumptionPer1KHpCarry = 0.3
- FuelConsumptionCTFCarryScalar = 4.0 // - fuel usage multiplier when carrying a CTF core
- FuelConsumptionRobotScalar = 0.15 // - scalar to fuel consumption for robot mode
- HullMaxStrength = 450 // - maximum strength of the hull - original value 650
- FuelConsumptionTurnOnlyScalar = 0.15 // - scalar for fuel usage for 'turn only' on the right stick
- FuelRegenOnGround = 1.0 // - fuel regeneration rate when on the ground - per second
- FuelRegenOnGroundNoMoveOrFire = 2.0
- AirMoveForceMultWhenNoFuel = 0.9
- GndMoveForceMultWhenStasis = 0.6
- FuelUseWhenFiringGnd = 0.0
- FuelUseWhenFiringAir = 0.0
- GndMinTrackingDistance = 0.1 // - mouse cursor control - must be at least this far away to track/fire (was 2.0, hardcoded)
- AirMinTrackingDistance = 0.5
- RookAutoRepair = "4.0 0.0 0.0" // - time delay, air rate, ground rate
- RookAutoRepairStill = "4.0 80.0 160.0" // - time delay, air rate, ground rate: for when you aren't moving/firing/special stance
- RechargeRates = "0.2, 10.0, 0.0" // - recharge rates: BaseFuelAdd, BaseHullAdd, BaseHullPct
- RechargeRatesWithCTFCore = "0.04, 0.1, 0.1" // - recharge rates Carrying CTF Core: BaseFuelAdd, BaseHullAdd, BaseHullPct
- //RechargeRates_V2 = "0.6, 3.2, 1.6" // - recharge rates: BaseFuelAdd, BaseHullAdd, BaseHullPct
- //RechargeRatesWithCTFCore_V2 = "0.16, 0.4, 0.2" // - recharge rates Carrying CTF Core: BaseFuelAdd, BaseHullAdd, BaseHullPct
- RechargeHeldUnitScalar = 1.5 // - multiplied BaseHullAdd and BaseHullPct when healing held units
- //RechargeHeldUnitScalar_V2 = 1.0 // - multiplied BaseHullAdd and BaseHullPct when healing held units
- RechargeRatesScl = 1.0 // - single recharge rate scalar, useful for balance and on the live sheet
- // Expel from Enemy Fort
- EnemyFortPushSquareDim = 11.235
- EnemyFortPushRangeSq = 170.0
- EnemyFortCorePickupRangeSq = 60.0
- EnemyFortPushPfx = ShotSliceOrange
- // ============
- // Weapon Stuff
- // ============
- //
- //
- WeaponType=75.0 // unit style weaponType: 0->100
- SpecialWeaponType=0.0 //for special - 0 is undefined and will default to 'WeaponType' if requested. Otherwise it can allow for different values on 'specials'
- MeleeWeaponType=0.0 //for melee special - 0 is undefined and will default to 'WeaponType' if requested. Otherwise it can allow for different values on 'specials'
- ArmorType=50.0 // unit style armorType: 0->100
- RechargeDmgMult=0.8 // multiplier to incoming damage when we are recharging (acts as armor)
- UnitMultDPS = 0.5 // - reduction in damage vs units (global)
- FortMultDPS = 0.3 // - multiplier to damage vs fort (global)
- OutpostMultDPS = 0.7 // - multiplier to damage vs outpost (global) - for outpost bulb destruction
- GndProjDPS = 250 // - how much damage our weapon does per second (in robot mode)
- GndProjFireRate = 12.5 // - fire rate - in robot mode - rounds per second
- GndSniperFireRate = 2 // - sniper mode fire rate - used by angel
- GndSniperProjSpeed = 180.0 // - angel setting
- GndSniperZoomRange = 12.0 // - angel setting
- GndSniperMinRange = 8.0 // - minimum range for sniper target acquisition
- GndSniperEnergyPerShot = 0.0 // - angel setting
- GndSniperDPS = 400 // - used by angel's rail gun
- AirProjDPS = 200 // - how much damage our weapon does per second (in air mode)
- AirProjFireRate = 20 // - fire rate - in air mode - rounds per second
- GndProjSpeed = 70 // - speed of the ship laser projectile - in robot mode
- AirProjSpeed = 70 // - speed of the ship laser projectile - for air mode
- GndProjRange = 22.5 // - range of shots - in robot mode
- AirProjRange = 33 // - range of shots - in air mode
- GndProjShotsImpactGround = true
- AirProjShotsImpactGround = true
- GndProjShotsImpactGroundDecal = shotGroundImpacts
- AirProjShotsImpactGroundDecal = shotGroundImpacts
- GndProjWiggle = 0
- AirProjWiggle = 0
- AirAutoTargetRange = 19.0
- GndAutoTargetRange = 15.0
- AutoTargetDmgMult = 0.85
- AirMissileShootDownChance = 0.1
- GndMissileShootDownChance = 0.15
- AirDmgFalloffAtRange = 0.75 // at this ratio of range, linear falloff of damage for air attacks
- GndDmgFalloffAtRange = 0.80 // at this ratio of range, linear falloff of damage for ground attacks
- GndSniperDmgFalloffAtRange = 0.85 // falloff for sniper mode / angel
- AirSpecialMode = Shield
- GndSpecialMode = Sword
- ActivatedAbility = None
- ActivatedAbilityAlt = None
- ActivatedHeldAbility = None
- ActivatedHeldAbilityCooldownTime = 0.25 // - timer control of state transitions
- // ========================================================
- // Sword Mode settings. Does he have sword? Yes he does.
- // ========================================================
- SpecialModeTransitionToAnim = AirMechFighterGunsToSword.aaf
- SpecialModeTransitionToPlaybackConfig = "4.0 4.0 0.15 0.15" // - start weight, end weight, ease in time, ease out on play complete time
- SpecialModeTransitionFromAnim = AirMechFighterSwordToGuns.aaf
- SpecialModeTransitionFromPlaybackConfig = "4.0 4.0 0.15 0.15" // - start weight, end weight, ease in time, ease out on play complete time
- SpecialModeTransitionAnimSpeed = 3.0
- EnterSpecialModeWaitStateTimer = 0.45 // - wait state timer when entering special mode (no fire or move)
- LeaveSpecialModeWaitStateTimer = 0.45 // - wait state timer when exiting special mode (no fire or move)
- DoSpecialActionWaitStateTimer = 0.65 // - wait state timer when doing the special action (sword attack, etc)
- // ========================================================
- // Missile special settings.
- // ========================================================
- MissilesWiggle = 650
- MissilesLifespan = 0.8
- MissilesHomingLifespan = 0.8
- MissilesVelocity = 25.0
- MissilesHomingVelocity = 25.0
- MissilesHomingAccelTime = 0.0
- MissilesDamage = 50
- MissilesHomingDamage = 50
- MissilesVelPass = 0.35
- MissilesFuelToLoad = 3.5
- MissilesSets = 1 // used by Striker A2A - how many pairs will it fire
- // ========================================================
- // Healing ability general settings.
- // ========================================================
- HealReduceOnSelfDmgTime = 2.0
- HealReduceOnSelfDmgMult = 0.5
- HealReduceOnTgtDmgTime = 2.0
- HealReduceOnTgtDmgMult = 0.5
- // ========================================================
- // Heal Beam special settings.
- // ========================================================
- HealBeamRange = 12.0
- HealBeamRepairRate = 220.0
- HealBeamRepairRatePct = 0.0
- HealBeamEnergyUse = 2.6 // artificially higher because airmech regens energy on the ground
- HealBeamEnergyUseNominalHP = 250.0 // energy use scalar based on this nominal HP amount being healed
- HealBeamMineDisarmRate = 4.0
- HealBeamSalvageRate = 35.0
- HealBeamMoveSpeedMult = 0.8 // move slower when healing
- // ========================================================
- // Heal Area special settings.
- // ========================================================
- HealAreaSpreadDot = 0.62
- HealAreaRepairRate = 160.0
- HealAreaRepairRatePct = 0.0
- HealAreaEnergyUse = 1.35
- HealAreaEnergyUseNominalHP = 250.0 // energy use scalar based on this nominal HP amount being healed
- HealAreaMineDisarmRate = 6.0
- HealAreaSalvageRate = 35.0
- HealAreaMoveSpeedMult = 0.8 // move slower when healing
- // ========================================================
- // Blink special settings.
- // ========================================================
- BlinkFuelCost = 1.86
- BlinkTickDuration = 4
- BlinkTickCooldown = 45
- BlinkForceMult = 5.0
- // ========================================================
- // Afterburner special settings
- // ========================================================
- AfterburnerFuelCost = 2.1 // per second cost - reduced on level ups of ability
- // ========================================================
- // Bomb special settings.
- // ========================================================
- BombWiggle = 150
- BombLifespan = 2.0
- BombVelocity = 2.0
- BombDamage = "30 100 6.0" // direct, blast, blast radius
- BombVelPass = 0.5
- BombFuelToLoad = 1.5
- // ========================================================
- // Deathray special settings.
- // ========================================================
- DeathrayDPS = 230.0
- DeathrayDPSInc = 10.0 // per second DPS increase per second of activation
- DeathrayDPSIncMaxTime = 10.0
- DeathrayRange = 17.5
- DeathraySrcBone = bone_inner
- DeathrayDPSScalars = "200 0.3 450 1.5" //eg: at 200dps, scale both by 0.3. At 450dps, scale by 1.5. Lerp in between
- DeathrayBeamWidth = "1.0 1.4 0.2" //min, max, period
- DeathrayPanSpeed = 1.5
- DeathrayBeamWidth2 = "0.5 1.2 0.27" //min, max, period
- DeathrayPanSpeed2 = 0.7
- DeathrayImpactPfx = DeathrayImpact DeathbeamFlare // 1/8th second pfx on any hit target
- DeathrayNoImpactPfx = DeathbeamFlare // target per frame pfx when we are hitting air
- DeathraySourcePfx = DeathraySource // per frame pfx at the source
- DeathrayWarmupTime = 1.75
- DeathrayEnergyUse = 1.4
- DeathrayTargetSlewRate = 0.16
- DeathrayActiveMoveScalar = 0.69
- DeathrayMaterial = "mat_Deathray" // can be overridden by flair mods
- // ========================================================
- // Sniper ability settings.
- // ========================================================
- SniperScopeMaterial = "mat_LaserGlowLine" // can be overridden by flair mods (potentially - KJK - not implemented yet)
- SniperScopeBeamWidth = "0.12 0.15 0.8" //min, max, period
- SniperScopePanSpeed = 0.3
- SniperScopeBeamWidth2 = "0.10 0.14 0.6" //min, max, period
- SniperScopePanSpeed2 = 0.55
- SniperScopeTargetPfx = DeathraySource // target per frame pfx for sniper scope beam
- SniperScopeTargetSlewRate = 0.23
- SniperModeDotProdScan = 0.97 // for targeting - this is the cosine approximation for targeting arc/cone
- // ========================================================
- // EMP ability settings.
- // ========================================================
- EMPDamage = "0 50 10.0" // unused, damage, radius
- EMPCooldown = 8.0 // seconds
- // ========================================================
- // Debug Offense ability settings.
- // ========================================================
- DebufOffense = "25.0 10.0 12.0" // cooldown, damage(unused), radius
- // ========================================================
- // Heal Nova ability settings.
- // ========================================================
- HealNova = "25.0 200.0 5.0 12.0" // cooldown, heal amount abs, heal amount pct, radius
- // ========================================================
- // Loop ability settings.
- // ========================================================
- LoopCooldown = 10.0
- LoopEnergyUse = 3.0
- DodgeStateForceMult = 0.75 // movement speed slowdown when in loop/dodge state
- // ========================================================
- // Power Shield ability settings.
- // ========================================================
- PwrShieldCooldown = 60.0
- PwrShieldMoveSpeedMultGnd = 0.7 // move slower when powershield is on
- PwrShieldMoveSpeedMultAir = 0.8
- PwrShieldEnergyUse = 4.0
- // ========================================================
- // Missile Burst settings.
- // ========================================================
- MissileBurstCooldown = 12.0
- MissileBurstPerSetDelay = 0.35 // time between subsequent missile burst pairs
- MissileBurstEnergyUse = 3.0
- MissileBurstAccelTime = 0.5
- MissileBurstLobTime = 0.0 // 0.35 - lob fire doesn't work on these yet
- MissileBurstLobHeight = 1.6
- // ========================================================
- // Glide ability settings.
- // ========================================================
- GlideEnergyUse = 3.0
- GlideForceMult = 1.5
- // ========================================================
- // Whirlwind ability settings.
- // ========================================================
- WhirlwindEnergyUse = 5.0
- WhirlwindForceMult = 0.8
- WhirlwindCoreDmgMult = 0.7 // for tweaking globally
- // ========================================================
- // Charge Up special settings.
- // ========================================================
- ChargeUpShotLifespan = 0.95
- ChargeUpShotReturnAfter = 0.0 // setting for the hammer only
- ChargeUpShotVelInfluence = 0.0 // setting for the hammer only
- ChargeUpShotVelocity = 20.0
- ChargeUpShotDamage = 180
- ChargeUpShotVelPass = 0.3
- ChargeUpShotEnergyCost = 0.0
- // ========================================================
- // Shield special settings.
- // ========================================================
- ShieldModel = rooks/RookFighterShield.amf
- ShieldMaterial = mat_AirMechFighterShield // - gets team remapped
- ShieldMaterialSkinTC = 0
- ShieldAttachBone = bone_l_elbow
- ShieldPowerOnAnim = AirMechFighterPowerOn.aaf
- ShieldPowerOffAnim = AirMechFighterPowerOff.aaf
- ShieldDamageSoak_FacingArcMinDot = 0.5 // - degrees of shield facing arc (bidirectional - min dot product - cosine approximation)
- ShieldDamageSoak_ConvToDamage = 0.25 // - when shield is hit, damage * convtodamage = physical damage taken
- ShieldDamageSoak_ConvToEnergy = 0.03 // - when shield is hit, damage * convtoenergy = energy/fuel consumption taken
- // ========================================================
- // Cloak(Stealth) special settings.
- // ========================================================
- CloakFuelToMaintain = 2.8
- CloakDecloakTime = 3.0 // - decloak time on damage or damage (in seconds)
- EMPDecloak = 3.0 // - time in seconds to decloak when using EMP
- DamageDecloak = 3.0 // - time in seconds to decloak when taken damage
- CloakEnergySoak = 0.1 // - when cloaked is on, will take this ratio of damage as energy drain
- // ========================================================
- // Capture special settings.
- // ========================================================
- AbductRate = 60.0 // base abduction rate! hp/second
- AbductRatePct = 10.0 // abduction rate percent: pct_max_hp/second
- // ========================================================
- // Shield special settings.
- // ========================================================
- ShieldFuelToMaintain = 0.0
- ShieldSphere = "1.8 0.1 0" // scale, zoffset, unused
- ShieldDamageSoak = 0.5 // when shield on, will take this ratio of incoming damage to HP
- ShieldEnergySoak = 0.1 // when shield is on, will take this ratio of damage as energy drain
- ShieldThrustMod = 0.7 // when the shield is on, multiplier to effective movement/thrust force
- // ========================================================
- // Gun Spray special settings.
- // ========================================================
- GunSprayWiggle = 180
- GunSprayPitch = -12.0
- GunSprayDmgMult = 0.5
- GunSprayEnergyUse = 0.5
- // ========================================================
- // Missile EMP special settings
- // ========================================================
- MissileEMPRange = 24.0
- // ========================================================
- // UnitTP special settings
- // ========================================================
- UnitTPEnergy = 4.0
- // ========================================================
- // Boosters settings.
- // ========================================================
- BoosterThrustMod = 1.10
- BoosterHPCapacityAdd = 650
- BoosterFuelBurn = 0.55 // additional fuel burn from booster
- BoosterParticles = "BoosterTrails FireTrail2" // SmokeTrailPoly SmokeTrailBooster
- BoosterMaterialSkinTC = 0
- // ========================================================
- // Self Destruct settings.
- // ========================================================
- SelfDestructTime = 2.0
- SelfDestructBlast = "100 8 20" // damage, maxDmgRange, noDmgRange
- // =======================
- // Pickup Energy
- // =======================
- EPickupFort = 0.0 // energy costs to pickup units - normalize to a 1000 HP carry weight
- EPickupOutpost = 1.0
- EPickupField = 0.1
- // =======================
- // Wingtip Particle System
- // =======================
- //
- // (local settings)
- RequiredSpeedForWingtipContrails = 5.0
- ContrailMultipleCfg = "0.12 -0.20 0" // multiple contrail config magic numbers:
- // YAxis Step, Offset Mult, Unused
- // ===============
- // Camera Settings
- // ===============
- //
- GndCameraOffset = "0 -19 33"
- AirCameraOffset = "0 -19 33"
- if android {
- GndCameraOffset = "0 -17.6 26.4" // 80% distance...
- AirCameraOffset = "0 -17.6 26.4"
- }
- CloseZoomOffset = "0 5 -20"
- CloseZoomTgtOffset = "0 0 1.5"
- CloseZoomOffset_Console = "0 6 -10"
- CloseZoomTgtOffset_Console = "0 0 1.2"
- CameraFocusPushAir = 2.0 // like the sniper targeting offset, but for all airmechs, when firing
- CameraFocusPushGnd = 4.0 // as above..
- RookCameraPosOffsetRobot = "0 0 0"
- RookCameraPosOffsetAir = "0 0 -4"
- RookCameraPosOffsetSlew = 0.03 // - slew rate for above camera pos offsets
- CameraTransitionTimeToAir = 0.35 // - time to make camera transition - in seconds - for air<->group offsets transition
- CameraTransitionTimeToGnd = 0.35 // - time to make camera transition - in seconds - for air<->group offsets transition
- RecycleTime = 1.5
- // =============================================
- // common recharge lines of POWER settings
- // =============================================
- RechargeSplineColor = "1.0 1.0 1.0"
- RechargeAlphaRange = "0.8 0.2 0.5" // base, offset, time (if time >0, it's sin period. if 0, random per frame)
- RechargeLineWidthRange = "0.24 0.09 0.3" // base, offset, time (if time >0, it's sin period. if 0, random per frame)
- RechargeLineMaterial = mat_RechargeLineStrip
- HealLineMaterial = mat_HealLineStrip
- // =============================================
- // guardian settings
- // =============================================
- GuardianRadarBonus = 1.224 //changed from 1.5 (sqrt for area computation)
- GuardianEnergyBonus = 0.93 // energy consumption multiplier, per energy guardian (5% boost)
- GuardianOrbitPeriod = 2.1
- GuardianOrbitRadius = 2.75
- GuardianOrbitGndHeight = 2.4
- // =============================================
- // Aura effectors on AirMechs - settings
- // =============================================
- AuraDefenseMod = "0.93 0.88 0.82" // damage taken multiplier: vector3 for 3 aura levels
- AuraOffenseMod = "1.07 1.12 1.18" // damage done multiplier: vector3 for 3 aura levels
- AuraBaseRange = 9.0
- AuraDefenseActivateEnergy = 5.0 //energy 1 time for aura activation
- AuraOffenseActivateEnergy = 5.0
- AuraSpeedActivateEnergy = 5.0
- AuraDefenseEnergyGnd = 0.0 //energy use/sec for aura active - in Ground Mode
- AuraOffenseEnergyGnd = 0.0
- AuraSpeedEnergyGnd = 0.0
- AuraDefenseEnergyAir = 1.0 //energy use/sec for aura active - in AirMode Mode
- AuraOffenseEnergyAir = 1.0
- AuraSpeedEnergyAir = 1.0
- // =============================================
- // Debuf settings as applied to airmechs
- // =============================================
- DebufOffenseMod = "0.93 0.86 0.79"
- // =======================
- // Level Up Bonus Settings
- // =======================
- //
- LvlDamageMult = 1, 1.03, 1.06, 1.09, 1.12, 1.15, 1.18, 1.21, 1.24, 1.27, 1.3, 1.33, 1.36, 1.39, 1.42
- LvlDamageMultSpecial = 1, 1.03, 1.06, 1.09, 1.11, 1.14, 1.17, 1.2, 1.23, 1.26, 1.29, 1.31, 1.34, 1.37, 1.4
- LvlHullStrengthMult = 1, 1.03, 1.06, 1.09, 1.12, 1.15, 1.18, 1.21, 1.24, 1.27, 1.3, 1.33, 1.36, 1.39, 1.42
- LvlFuelMult = 1, 1.07, 1.14, 1.21, 1.28, 1.35, 1.42, 1.49, 1.56, 1.63, 1.7, 1.77, 1.84, 1.91, 1.98
- LvlRespawnTimeMult = 1, 1.1, 1.2, 1.3, 1.4, 1.5, 1.6, 1.7, 1.8, 1.9, 2, 2.1, 2.2, 2.3, 2.4
- LvlCarryMult = 1, 1.04, 1.07, 1.11, 1.14, 1.18, 1.21, 1.25, 1.28, 1.32, 1.35, 1.39, 1.42, 1.46, 1.49
- LvlHealMult = 1, 1.04, 1.07, 1.11, 1.14, 1.18, 1.21, 1.25, 1.28, 1.32, 1.35, 1.39, 1.42, 1.46, 1.49
- LvlUpHP = 0.3
- LvlUpFuel = 0.3
- // ==============================
- // AirMech Abilities (Leveled Up)
- // ==============================
- //
- Abilities=Shield, Sword, Guns, None, None, Infantry, Guardian, LevelUp // Air, Ground, Passive, [P2], [UBER], Creeps, Guardians, LevelUp
- AbilitiesMaxLvl=3, 3, 3, 3, 3, 3, 3, 3
- AbilityPointsStart=0
- AbilityCreepUpgradeSlot=5
- AbilityGuardianUpgradeSlot=6
- AbilityLevelUpSlot=7
- AbilityAirSpecialSlot=0
- AbilityGndSpecialSlot=1
- AbilityPassiveSlot=2
- AbilityPassive2Slot=-1 // optional, second passive slot
- AbilityPassive3Slot=-1 // optional, third passive slot
- AbilityPassive4Slot=-1 // optional, forth passive slot
- AbilityActiveSecondarySlot=-1 // optional, active secondary ability slot
- AbilityActiveSecondarySlotAlt=-1 // optional, active secondary ability slot alternate (for when there's an air mode and ground mode activated ability)
- AbilityHeldActiveSecondarySlot=-1 // optional, held activated secondary ability slot (like Glide)
- AbLvlUpCost0=3600, 4800, 6000
- AbLvlUpCost1=3600, 4800, 6000
- AbLvlUpCost2=3600, 4800, 6000
- AbLvlUpCost3=3600, 4800, 6000
- AbLvlUpCost4=3600, 4800, 6000
- AbLvlUpCost5=3600, 4800, 6000
- AbLvlUpCost6=0, 1200, 2400 // guardians - have cost of guardian added on
- AbLvlUpCost7=3600, 4800, 6000 // levelup
- AbLvlUpBldTime0=4.0, 6.0, 10.0
- AbLvlUpBldTime1=4.0, 6.0, 10.0
- AbLvlUpBldTime2=4.0, 6.0, 10.0
- AbLvlUpBldTime3=4.0, 6.0, 10.0
- AbLvlUpBldTime4=4.0, 6.0, 10.0
- AbLvlUpBldTime5=4.0, 6.0, 10.0 // CREEPS
- AbLvlUpBldTime6=0.0, 2.5, 5.0 // guardians - in addition to guardian object build time
- AbLvlUpBldTime7=4.0, 6.0, 10.0 // LEVEL UP
- AbLvlUpLvlReq0=1, 3, 9 // non-persistent level requirement to upgrade ability to the next level
- AbLvlUpLvlReq1=2, 4, 6 // non-persistent level requirement to upgrade ability to the next level
- AbLvlUpLvlReq2=2, 4, 6 // non-persistent level requirement to upgrade ability to the next level
- AbLvlUpLvlReq3=3, 5, 7 // non-persistent level requirement to upgrade ability to the next level
- AbLvlUpLvlReq4=7, 10, 13 // non-persistent level requirement to upgrade ability to the next level
- AbLvlUpLvlReq5=1, 5, 9 // non-persistent level requirement to upgrade ability to the next level
- AbLvlUpLvlReq6=2, 4, 6 // non-persistent level requirement to upgrade ability to the next level
- AbLvlUpLvlReq7=1, 2, 3 // non-persistent level requirement to upgrade ability to the next level
- // specials
- AbilityCloakScalars=100.0, 1.0, 0.7, 0.4 // - energy draw multipliers for different levels of Cloak ability (lvl 0 is NA - these multiply with CloakFuelToMaintain setting)
- AbilityShieldScalars=10.0, 1.0, 0.9, 0.8 // - effectiveness modifiers (multipliers) to 'ShieldDamageSoak' and 'ShieldEnergySoak' settings. (lvl 0 is NA)
- AbilityMissilesScalars=1.0, 1.0, 1.3, 1.6 // - effectiveness for missiles (homing). Scale speed and lifespan of homing missiles
- AbilityRocketsScalars=1.0, 1.0, 1.3, 1.6 // - effectiveness for rockets. Scale speed and lifespan and accurate (reduce wiggle)
- AbilityAbductScalars=1.0, 1.0, 1.25, 1.5 // - abduct ability lvl up for saucer - multipliers to abduct rate
- AbilitySwordScalars=1.0, 1.0, 1.2, 1.4 // - damage scalar for airmech powersword when leveled up
- AbilityChargeUpShotScalars=1.0, 1.0, 1.2, 1.4 // - effectiveness for charge up shot. Scale damage done
- AbilityChargeUpArmorScalars=1.0, 0.9, 0.8, 0.7 // - effectiveness for charge up shot - armor improved while charging.
- AbilityBlinkScalars=1.0, 1.0, 1.1, 1.2 // - effectiveness - mult force, div energy cost
- AbilityHealBeamScalars=1.0, 1.0, 1.25, 1.5 // - Heal beam ability lvl up for osprey - multipliers to heal rate
- AbilityHealAreaScalars=1.0, 1.0, 1.25, 1.5 // - Heal area ability lvl up for osprey - multipliers to heal rate
- AbilityGunSprayScalars=1.0, 1.0, 1.15, 1.3 // - damage mult for gunspray ability
- AbilitySpinUpScalars=1.0, 1.33, 1.66, 2.0 // - spinup scalars for warhog main gun
- AbilityEMPScalars=1.0, 1.0, 0.9, 0.8 // - cool down time modifiers for EMP ability
- AbilityDeathrayScalars=1.0, 1.0, 1.1, 1.2 // - saucer deathray scalars
- AbilityHammerThrowScalars=1.0, 1.0, 1.25, 1.5 // - hammer throw damage scalars
- AbilityAuraPwrScalars=1.0, 1.0, 1.0, 1.0 // - aura power ability - energy usage scalars
- AbilityAuraRadiusScalars=1.0, 1.0, 1.25, 1.5 // - aura radius ability
- AbilitySniperRngScalars=1.0, 1.0, 1.2, 1.4 // - range modifier to sniper ability
- AbilitySniperModeSpdScalars=1.0, 1.0, 1.15, 1.30 // - mode switch speed modifier to sniper ability
- AbilityAfterburnerScalars=1.0, 1.09, 1.12, 1.15 // - afterburner force/power modifier
- AbilityAfterburnerEfficiency=1.0, 1.0, 0.92, 0.84 // - afterburner efficiency/fuel use scalars
- AbilityLoopScalars=1.0, 1.0, 0.93, 0.86 // - reducing cooldown of the loop ability
- AbilityGlideScalars=1.0, 1.0, 1.15, 1.3 // - increasing glide speed/force
- AbilityBuilderScalars=1.0, 0.95, 0.9, 0.85 // - decrease build times on builder passive ability
- AbilityRestoreDelayScalars=1.0, 0.9, 0.8, 0.7 // - reduce autohealtimer setting on Restore passive ability
- AbilityRestoreRateScalars=1.0, 1.2, 1.35, 1.5 // - increase autoheal rate setting on Restore passive ability
- AbilityPwrShieldArmor=0.0,60.0,75.0,90.0 // - extra armor values for powershield ability
- AbilityPwrShieldDuration=0.0,5.0,7.5,10.0 // - duration values for powershield ability
- AbilityDebufOffenseDuration=0.0,5.0,6.0,7.0 // - duration of offense debuf
- AbilityDebufOffenseEffect=1.0,0.93,0.86,0.79 // - attack mult effect of offense debuf (duplicated per unit..)
- AbilityWhirlwindDmg=1.0,1.1,1.2,1.3 // - dmg mult effect of bomber whirlwind mode hits
- AbilityHealNovaEffect=1.0,1.0,1.15,1.3 // - heal nova healing power increase
- AbilityEnergyDrain=1.0,1.02,1.04,1.06 // - melee (bomber) energy drain ability scalars
- AbilityRadarDisruptDur=0.0,5.0,6.0,7.0 // - duration of radar disruptor effect (in seconds)
- AbilityRadarDisruptCooldown=0.0,80,70,60 // - cooldown of radar disruptor effect (in seconds)
- AbilityMissileEMPRange=1.0, 1.0, 1.25, 1.5 // - range modifier of missileemp - modifies 'MissileEMPRange'
- AbilityUnitTPCooldown=0.0,40,35,30 // - cooldown of unittp ability (in seconds)
- AbilityUnitTPEnergy=1.0,0.9,0.8,0.7 // - energy multiplier of unittp ability (efficiency) (in seconds)
- // - passive
- AbilityLifterScalars=1.0, 0.9, 0.8, 0.7 // - carry penalty scalars (on HP) airmechs with passive 'lifter' ability
- AbilityPhalanxScalars=1.0, 1.5, 2.5, 4.0 // - modifiers for missile shootdown chance
- AbilityGunsScalars=1.0, 1.05, 1.1, 1.15 // - modifiers for guns damage
- AbilityHyperRailDmgScalars=1.0, 1.12, 1.24, 1.36 // - modifiers for sniper rifle (angel) damage
- AbilityHyperRailEngScalars=1.0, 1.3, 1.6, 1.9 // - modifiers for energy recharge rate (angel)
- AbilityAmmoScalars=0.0, 4.0, 8.0, 12.0 // - modifiers for ammo - to weapon type - absolute values
- AbilityArmorScalars=1.0, 0.95, 0.9, 0.8 // - modifiers for damage taken
- AbilityGndSpeedScalars=1.0, 1.05, 1.1, 1.15 // - modifiers for ground speed passive (force drivers)
- AbilityQuickshotScalars=1.0, 1.1, 1.2, 1.3 // - modifiers to sniper firing speed - for Angel
- AbilityLevelUpScalars=1.0, 1.07, 1.14, 1.21 // - modifiers to all earned XP
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