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- So i made this script for you guys
- This is A special Aurora aircraft carrier i made from copying the Raptor Aircraft Carrier
- Note:
- Warning! you might need this tool link": https://www.moddb.com/downloads/final-big-editor
- This goes in Commandbutton.ini
- ;-------------------------------------------------------------------------------------------------------
- CommandButton Command_HiddenConstructAmericaJetAircraftCarrierAurora
- Command = UNIT_BUILD
- Options = SCRIPT_ONLY
- Object = AmericaJetAircraftCarrierAurora
- End
- This goes in Commandset.ini
- ;-------------------------------------------------------------------------------------------------------
- CommandSet AmericaAircraftCarrierCommandSetAurora
- 1 = Command_HiddenConstructAmericaJetAircraftCarrierAurora
- 2 = Command_AircraftCarrierFire
- 15 = Command_AttackMove
- 17 = Command_Guard
- 18 = Command_Stop
- End
- This goes in Data\INI\Object\FactionBuilding.ini
- ;-----------------------------------------------
- Object AmericaAircraftCarrierAurora
- ; *** ART Parameters ***
- SelectPortrait = SACarrier_L
- ButtonImage = SACarrier
- Draw = W3DModelDraw ModuleTag_01
- ReceivesDynamicLights = No
- ExtraPublicBone = Runway1Prep1
- ExtraPublicBone = Runway1Prep2
- ExtraPublicBone = Runway1Prep3
- ExtraPublicBone = Runway1Prep4
- ExtraPublicBone = Runway1Prep5
- ExtraPublicBone = Runway1Prep6
- ExtraPublicBone = Runway1Prep7
- ExtraPublicBone = Runway1Prep8
- ExtraPublicBone = Runway1Prep9
- ExtraPublicBone = RunwayStart1
- ExtraPublicBone = RunwayEnd1
- ExtraPublicBone = RunwayLDEnd1
- ExtraPublicBone = RunwayLDStart1
- ExtraPublicBone = Runway2Prep1
- ExtraPublicBone = Runway2Prep2
- ExtraPublicBone = Runway2Prep3
- ExtraPublicBone = Runway2Prep4
- ExtraPublicBone = Runway2Prep5
- ExtraPublicBone = Runway2Prep6
- ExtraPublicBone = Runway2Prep7
- ExtraPublicBone = Runway2Prep8
- ExtraPublicBone = Runway2Prep9
- ExtraPublicBone = RunwayStart2
- ExtraPublicBone = RunwayEnd2
- ExtraPublicBone = RunwayLDEnd2
- ExtraPublicBone = RunwayLDStart2
- ExtraPublicBone = Taxi1
- ExtraPublicBone = Taxi2
- ExtraPublicBone = Taxi3
- ExtraPublicBone = Taxi4
- ExtraPublicBone = Taxi5
- ExtraPublicBone = Taxi6
- ExtraPublicBone = Hanger1
- OkToChangeModelColor = Yes
- ; day ********************************************
- DefaultConditionState
- Model = PSAirCarrier
- Animation = PSAirCarrier.PSAirCarrier
- AnimationMode = LOOP
- ParticleSysBone = BOWWAKE AirCarrierWaterRipples
- ParticleSysBone = LEFTWAKE AirCarrierWaterRipples
- ParticleSysBone = RIGHTWAKE AirCarrierWaterRipples
- ParticleSysBone = BOWWAKEL AirCarrierWaterRipples
- ParticleSysBone = BOWWAKERB AirCarrierWaterRipples
- End
- ; day moving********************************************
- ConditionState = MOVING
- Model = PSAirCarrier
- Animation = PSAirCarrier.PSAirCarrier
- AnimationMode = LOOP
- ParticleSysBone = BOWWAKE AirCarrierBowWake
- ParticleSysBone = LEFTWAKE AirCarrierSideWake
- ParticleSysBone = RIGHTWAKE AirCarrierSideWake
- ParticleSysBone = PROPELLERWAKE AirCarrierPropWake
- ParticleSysBone = BOWWAKEL AirCarrierWaterWake
- ParticleSysBone = BOWWAKERB AirCarrierWaterWakePort
- End
- ; night ******************************************
- ConditionState = NIGHT
- Model = PSAirCarrier_N
- Animation = PSAirCarrier_N.PSAirCarrier_N
- AnimationMode = LOOP
- End
- ConditionState = NIGHT SNOW
- Model = PSAirCarrier_NS
- Animation = PSAirCarrier_NS.PSAirCarrier_NS
- AnimationMode = LOOP
- End
- End
- ;Below deck hangar
- Draw = W3DModelDraw ModuleTag_02
- OkToChangeModelColor = Yes
- ReceivesDynamicLights = No
- DefaultConditionState
- Model = PSAirCarrier_A2
- Animation = PSAirCarrier_A2.PSAirCarrier_A2
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_FIRST
- End
- ConditionState = DOOR_1_OPENING
- AnimationMode = ONCE
- Flags = START_FRAME_FIRST
- End
- ConditionState = DOOR_1_WAITING_OPEN
- AnimationMode = ONCE
- Flags = START_FRAME_LAST
- End
- End
- ;Launch blast blocks
- Draw = W3DModelDraw ModuleTag_03
- ReceivesDynamicLights = No
- DefaultConditionState
- Model = PSAirCarrier_A3
- Animation = PSAirCarrier_A3.PSAirCarrier_A3
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_FIRST
- End
- ConditionState = DOOR_2_OPENING
- AnimationMode = ONCE
- Flags = START_FRAME_FIRST
- End
- ConditionState = DOOR_2_CLOSING
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_LAST
- End
- End
- Draw = W3DModelDraw ModuleTag_04
- ReceivesDynamicLights = No
- DefaultConditionState
- Model = PSAirCarrier_A1
- Animation = PSAirCarrier_A1.PSAirCarrier_A1
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_FIRST
- End
- ConditionState = DOOR_3_OPENING
- AnimationMode = ONCE
- Flags = START_FRAME_FIRST
- End
- ConditionState = DOOR_3_CLOSING
- AnimationMode = ONCE_BACKWARDS
- Flags = START_FRAME_LAST
- End
- End
- PlacementViewAngle = -45
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:AircraftCarrier
- Side = America
- EditorSorting = STRUCTURE
- BuildCost = 0
- BuildTime = 30.0
- EnergyProduction = 0
- CommandSet = AmericaAircraftCarrierCommandSetAurora
- VisionRange = 200.0
- ShroudClearingRange = 200
- WeaponSet
- Conditions = None
- Weapon = PRIMARY AircraftCarrierOrderLaunch
- End
- ArmorSet
- Conditions = None
- Armor = StructureArmor
- DamageFX = StructureDamageFXNoShake
- End
- ExperienceValue = 150 150 150 150 ; Experience point value at each level
- ; *** AUDIO Parameters ***
- VoiceSelect = AircraftCarrierVoiceSelect
- VoiceAttack = AircraftCarrierVoiceAttack
- VoiceMove = AircraftCarrierVoiceMove
- SoundOnDamaged = BuildingDamagedStateLight
- SoundOnReallyDamaged = BuildingDestroy
- UnitSpecificSounds
- UnderConstruction = UnderConstructionLoop
- End
- ; *** ENGINEERING Parameters ***
- RadarPriority = STRUCTURE
- KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD AIRCRAFT_CARRIER SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY CAN_ATTACK
- Body = ImmortalBody ModuleTag_10
- MaxHealth = 1.0
- InitialHealth = 1.0
- End
- Behavior = FlightDeckBehavior ModuleTag_11
- NumRunways = 2
- NumSpacesPerRunway = 10
- Runway1Spaces = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9
- Runway1Takeoff = RunwayStart1 RunwayEnd1
- Runway1Landing = RunwayLDStart1 RunwayLDEnd1
- Runway1Taxi = Taxi2 Taxi3 Taxi4 Taxi6
- Runway1Creation = Hanger1 Taxi4 Taxi6
- Runway1CatapultSystem = AircraftCarrierCatapultSteamParent
- Runway2Spaces = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9
- Runway2Takeoff = RunwayStart2 RunwayEnd2
- Runway2Landing = RunwayLDStart2 RunwayLDEnd2
- Runway2Taxi = Taxi1 Taxi3 Taxi5
- Runway2Creation = Hanger1 Taxi4
- Runway2CatapultSystem = AircraftCarrierCatapultSteamParent
- HealAmountPerSecond = 20
- ApproachHeight = 90
- LandingDeckHeightOffset = 45.0
- ParkingCleanupPeriod = 533 ;How often the carrier checks to move planes forward in the queue to fill empty spaces
- HumanFollowPeriod = 333 ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves.
- PayloadTemplate = AmericaJetAircraftCarrierAurora
- ReplacementDelay = 8000
- DockAnimationDelay = 3000
- ;How quickly a wave of fighters can be launched.
- LaunchWaveDelay = 3000
- LaunchRampDelay = 667
- LowerRampDelay = 600
- CatapultFireDelay = 750
- End
- Behavior = ProductionUpdate ModuleTag_12
- NumDoorAnimations = 1
- DoorOpeningTime = 3000
- DoorWaitOpenTime = 33
- DoorCloseTime = 0
- ConstructionCompleteDuration = 0
- End
- Behavior = BaseRegenerateUpdate ModuleTag_13
- End
- Behavior = DestroyDie ModuleTag_14
- End
- Behavior = CreateObjectDie ModuleTag_15
- CreationList = OCL_ABPowerPlantExplode
- End
- Behavior = FXListDie ModuleTag_17
- DeathFX = FX_StructureMediumDeath
- End
- Behavior = FlammableUpdate ModuleTag_19
- AflameDuration = 5000
- AflameDamageAmount = 5
- AflameDamageDelay = 500
- End
- Behavior = TransitionDamageFX ModuleTag_31
- ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
- DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
- ;---------------------------------------------------------------------------------------
- ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
- ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
- ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
- End
- Geometry = BOX
- GeometryMajorRadius = 112.0
- GeometryMinorRadius = 74.0
- GeometryHeight = 25.0
- GeometryIsSmall = No
- FactoryExitWidth = 25
- Shadow = SHADOW_VOLUME
- BuildCompletion = PLACED_BY_PLAYER
- End
- This goes in Data\INI\Object\AmericaAir.ini
- ;------------------------------------------------------------------------------
- Object AmericaJetAircraftCarrierAurora
- ; *** ART Parameters ***
- SelectPortrait = SAFulArAurora_L
- ButtonImage = SAFulArAurora
- UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
- UpgradeCameo2 = Upgrade_AmericaCountermeasures
- Draw = W3DModelDraw ModuleTag_Draw01
- ParticlesAttachedToAnimatedBones = Yes
- DefaultConditionState
- Model = AVAuroraAG
- HideSubObject = BurnerFX03 BurnerFX04
- WeaponLaunchBone = PRIMARY WeaponA
- End
- ConditionState = JETEXHAUST
- ; exhaust
- ParticleSysBone = Wingtip01 JetContrail
- ParticleSysBone = Wingtip02 JetContrail
- ParticleSysBone = Engine01 JetExhaustHeat
- ParticleSysBone = Engine02 JetExhaustHeat
- ParticleSysBone = Engine01 SmallMissleLenzflare
- ParticleSysBone = Engine02 SmallMissleLenzflare
- End
- ConditionState = JETEXHAUST JETAFTERBURNER
- ; exhaust
- ParticleSysBone = Wingtip01 JetContrail
- ParticleSysBone = Wingtip02 JetContrail
- ParticleSysBone = Engine01 JetExhaustHeat
- ParticleSysBone = Engine02 JetExhaustHeat
- ; afterburner
- ShowSubObject = BurnerFX03 BurnerFX04
- ParticleSysBone = Engine01 JetLenzflare
- ParticleSysBone = Engine02 JetLenzflare
- End
- ConditionState = REALLYDAMAGED
- Model = AVAuroraAG_D
- ; damage
- ParticleSysBone = Smoke01 JetSmoke
- ParticleSysBone = Engine01 JetEngineDamagedSmoke
- End
- ConditionState = REALLYDAMAGED JETEXHAUST
- Model = AVAuroraAG_D
- ; damage
- ParticleSysBone = Smoke01 JetSmoke
- ParticleSysBone = Engine01 JetEngineDamagedSmoke
- ; exhaust
- ParticleSysBone = Wingtip01 JetContrail
- ParticleSysBone = Wingtip02 JetContrail
- ParticleSysBone = Engine01 JetExhaustHeat
- ParticleSysBone = Engine02 JetExhaustHeat
- ParticleSysBone = Engine01 SmallMissleLenzflare
- ParticleSysBone = Engine02 SmallMissleLenzflare
- End
- ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
- Model = AVAuroraAG_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
- ParticleSysBone = Engine01 JetExhaustHeat
- ParticleSysBone = Engine02 JetExhaustHeat
- 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
- ParticleSysBone = Engine01 JetExhaustHeat
- ParticleSysBone = Engine02 JetExhaustHeat
- End
- OkToChangeModelColor = Yes
- End
- Draw = W3DModelDraw ModuleTag_Draw02
- DefaultConditionState
- Model = NONE
- End
- ConditionState = JETEXHAUST JETAFTERBURNER
- Model = NONE
- End
- ConditionState = JETEXHAUST JETAFTERBURNER ATTACKING
- Model = NONE
- End
- ConditionState = JETEXHAUST
- Model = NONE
- End
- ConditionState = JETEXHAUST ATTACKING
- Model = AVAurora_V
- ParticleSysBone = ENGINE WarheadTrail02
- End
- End
- ; ***DESIGN parameters ***
- DisplayName = OBJECT:SupW_Aurora
- EditorSorting = VEHICLE
- Side = America
- TransportSlotCount = 0
- VisionRange = 180.0
- ShroudClearingRange = 400
- BuildCost = 0
- BuildTime = 9.0
- WeaponSet
- Conditions = None
- Weapon = PRIMARY AircraftCarrierAuroraJetBombWeapon
- PreferredAgainst = PRIMARY VEHICLE STRUCTURE
- End
- ArmorSet
- Conditions = None
- Armor = AuroraAirplaneArmor
- DamageFX = None
- End
- ArmorSet
- Conditions = PLAYER_UPGRADE
- Armor = CountermeasuresAuroraAirplaneArmor
- DamageFX = None
- End
- ExperienceValue = 71 95 126 168
- ExperienceRequired = 0 214 284 378
- IsTrainable = Yes
- 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 = AirF_AmericaGenericNoAttackMoveCommandSet
- ; *** AUDIO Parameters ***
- VoiceSelect = FuelAirAuroraVoiceSelect
- VoiceMove = AuroraBomberVoiceMove
- VoiceGuard = AuroraBomberVoiceMove
- VoiceAttack = FuelAirAuroraVoiceAttack
- SoundAmbient = AuroraBomberAmbientLoop
- SoundAmbientRubble = NoSound
- SoundStealthOn = USStealthOn
- SoundStealthOff = USStealthOff
- UnitSpecificSounds
- VoiceCreate = FuelAirAuroraVoiceCreate
- Afterburner = RaptorAfterburner
- VoiceLowFuel = AuroraBomberVoiceLowFuel
- VoiceGarrison = AuroraBomberVoiceMove
- End
- ; *** ENGINEERING Parameters ***
- RadarPriority = UNIT
- KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE AIRCRAFT
- Body = ActiveBody ModuleTag_02
- MaxHealth = 90.0
- InitialHealth = 90.0
- SubdualDamageCap = 400
- SubdualDamageHealRate = 500
- SubdualDamageHealAmount = 16
- End
- Behavior = JetSlowDeathBehavior ModuleTag_03
- DeathTypes = ALL -EXTRA_8
- FXOnGroundDeath = FX_JetOnGroundDeath
- OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp
- DestructionDelay = 99999999
- RollRate = 0.2
- RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
- PitchRate = 0.0
- FallHowFast = 125.0% ;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 = OCL_RaptorDeathHitGround
- DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
- FXFinalBlowUp = FX_JetDeathFinalBlowUp
- OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp
- 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 = 0%
- TakeoffDistForMaxLift = 0%
- TakeoffPause = 500
- MinHeight = 5
- ParkingOffset = 3
- SneakyOffsetWhenAttacking = -50.0
- AttackLocomotorType = SET_SUPERSONIC
- AttackLocomotorPersistTime = 100
- AttackersMissPersistTime = 2000
- ReturnForAmmoLocomotorType = SET_SLUGGISH
- ReturnToBaseIdleTime = 10000
- MoodAttackCheckRate = 100
- 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 = 20% ; 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 = FlammableUpdate ModuleTag_21
- AflameDuration = 8000
- AflameDamageAmount = 1
- AflameDamageDelay = 500
- End
- Behavior = TransitionDamageFX ModuleTag_22
- ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
- ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
- End
- Behavior = VeterancyGainCreate ModuleTag_23
- StartingLevel = VETERAN
- ScienceRequired = SCIENCE_BombersTraining
- End
- Behavior = OCLSpecialPower ModuleTag_SpecialPower01
- SpecialPowerTemplate = SpecialAbilitySuicide
- OCL = OCL_Selfdestruct
- CreateLocation = CREATE_AT_LOCATION
- End
- Behavior = CreateObjectDie ModuleTag_14OD
- DeathTypes = NONE +EXTRA_8
- CreationList = OCL_AuroraMoneyCrate
- TransferPreviousHealth = Yes
- End
- Behavior = DestroyDie DeathModuleTag_02DDD
- DeathTypes = NONE +EXTRA_8
- End
- Behavior = FireWeaponWhenDamagedBehavior ModuleTag_DataUpload
- StartsActive = Yes
- ReactionWeaponPristine = AirF_LevelUpCrateCreationWeapon
- ReactionWeaponDamaged = AirF_LevelUpCrateCreationWeapon
- ReactionWeaponReallyDamaged = AirF_LevelUpCrateCreationWeapon
- DamageTypes = NONE +HACK
- DamageAmount = 1
- End
- Geometry = Box
- GeometryIsSmall = Yes
- GeometryMajorRadius = 14.0
- GeometryMinorRadius = 7.0
- GeometryHeight = 5.0
- End
- This goes in Weapon.ini
- ;------------------------------------------------------------------------------
- Weapon AircraftCarrierAuroraJetBombWeapon
- PrimaryDamage = 500.0
- PrimaryDamageRadius = 30.0
- SecondaryDamage = 200.0
- SecondaryDamageRadius = 60.0
- AttackRange = 300.0
- AcceptableAimDelta = 45
- DamageType = AURORA_BOMB
- DeathType = EXPLODED
- WeaponSpeed = 99999
- ProjectileObject = AuroraBomb
- ProjectileDetonationFX = FX_AuroraAlphaBombExplode
- FireSound = BombFallngFromPlane
- RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE
- ClipSize = 1
- ClipReloadTime = 8000
- AutoReloadsClip = RETURN_TO_BASE
- ShowsAmmoPips = Yes
- ProjectileCollidesWith = STRUCTURES
- AntiAirborneVehicle = Yes
- AntiAirborneInfantry = No
- AntiGround = Yes
- ShockWaveAmount = 50.0
- ShockWaveRadius = 60.0
- ShockWaveTaperOff = 0.25
- End
- Use this tool: https://www.moddb.com/games/cc-generals-zero-hour/downloads/final-big-editor
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