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Mikes1991

AmericaAircraftCarrierAurora

Aug 3rd, 2019
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  1. So i made this script for you guys
  2. This is A special Aurora aircraft carrier i made from copying the Raptor Aircraft Carrier
  3.  
  4. Note:
  5. Warning! you might need this tool link": https://www.moddb.com/downloads/final-big-editor
  6.  
  7. This goes in Commandbutton.ini
  8. ;-------------------------------------------------------------------------------------------------------
  9. CommandButton Command_HiddenConstructAmericaJetAircraftCarrierAurora
  10. Command = UNIT_BUILD
  11. Options = SCRIPT_ONLY
  12. Object = AmericaJetAircraftCarrierAurora
  13. End
  14.  
  15. This goes in Commandset.ini
  16. ;-------------------------------------------------------------------------------------------------------
  17. CommandSet AmericaAircraftCarrierCommandSetAurora
  18. 1 = Command_HiddenConstructAmericaJetAircraftCarrierAurora
  19. 2 = Command_AircraftCarrierFire
  20. 15 = Command_AttackMove
  21. 17 = Command_Guard
  22. 18 = Command_Stop
  23. End
  24.  
  25. This goes in Data\INI\Object\FactionBuilding.ini
  26. ;-----------------------------------------------
  27. Object AmericaAircraftCarrierAurora
  28.  
  29. ; *** ART Parameters ***
  30.  
  31. SelectPortrait = SACarrier_L
  32. ButtonImage = SACarrier
  33.  
  34. Draw = W3DModelDraw ModuleTag_01
  35. ReceivesDynamicLights = No
  36.  
  37. ExtraPublicBone = Runway1Prep1
  38. ExtraPublicBone = Runway1Prep2
  39. ExtraPublicBone = Runway1Prep3
  40. ExtraPublicBone = Runway1Prep4
  41. ExtraPublicBone = Runway1Prep5
  42. ExtraPublicBone = Runway1Prep6
  43. ExtraPublicBone = Runway1Prep7
  44. ExtraPublicBone = Runway1Prep8
  45. ExtraPublicBone = Runway1Prep9
  46. ExtraPublicBone = RunwayStart1
  47. ExtraPublicBone = RunwayEnd1
  48. ExtraPublicBone = RunwayLDEnd1
  49. ExtraPublicBone = RunwayLDStart1
  50. ExtraPublicBone = Runway2Prep1
  51. ExtraPublicBone = Runway2Prep2
  52. ExtraPublicBone = Runway2Prep3
  53. ExtraPublicBone = Runway2Prep4
  54. ExtraPublicBone = Runway2Prep5
  55. ExtraPublicBone = Runway2Prep6
  56. ExtraPublicBone = Runway2Prep7
  57. ExtraPublicBone = Runway2Prep8
  58. ExtraPublicBone = Runway2Prep9
  59. ExtraPublicBone = RunwayStart2
  60. ExtraPublicBone = RunwayEnd2
  61. ExtraPublicBone = RunwayLDEnd2
  62. ExtraPublicBone = RunwayLDStart2
  63. ExtraPublicBone = Taxi1
  64. ExtraPublicBone = Taxi2
  65. ExtraPublicBone = Taxi3
  66. ExtraPublicBone = Taxi4
  67. ExtraPublicBone = Taxi5
  68. ExtraPublicBone = Taxi6
  69. ExtraPublicBone = Hanger1
  70.  
  71. OkToChangeModelColor = Yes
  72.  
  73. ; day ********************************************
  74. DefaultConditionState
  75. Model = PSAirCarrier
  76. Animation = PSAirCarrier.PSAirCarrier
  77. AnimationMode = LOOP
  78. ParticleSysBone = BOWWAKE AirCarrierWaterRipples
  79. ParticleSysBone = LEFTWAKE AirCarrierWaterRipples
  80. ParticleSysBone = RIGHTWAKE AirCarrierWaterRipples
  81. ParticleSysBone = BOWWAKEL AirCarrierWaterRipples
  82. ParticleSysBone = BOWWAKERB AirCarrierWaterRipples
  83. End
  84.  
  85. ; day moving********************************************
  86. ConditionState = MOVING
  87. Model = PSAirCarrier
  88. Animation = PSAirCarrier.PSAirCarrier
  89. AnimationMode = LOOP
  90. ParticleSysBone = BOWWAKE AirCarrierBowWake
  91. ParticleSysBone = LEFTWAKE AirCarrierSideWake
  92. ParticleSysBone = RIGHTWAKE AirCarrierSideWake
  93. ParticleSysBone = PROPELLERWAKE AirCarrierPropWake
  94. ParticleSysBone = BOWWAKEL AirCarrierWaterWake
  95. ParticleSysBone = BOWWAKERB AirCarrierWaterWakePort
  96. End
  97.  
  98. ; night ******************************************
  99. ConditionState = NIGHT
  100. Model = PSAirCarrier_N
  101. Animation = PSAirCarrier_N.PSAirCarrier_N
  102. AnimationMode = LOOP
  103. End
  104.  
  105. ConditionState = NIGHT SNOW
  106. Model = PSAirCarrier_NS
  107. Animation = PSAirCarrier_NS.PSAirCarrier_NS
  108. AnimationMode = LOOP
  109. End
  110.  
  111. End
  112.  
  113. ;Below deck hangar
  114. Draw = W3DModelDraw ModuleTag_02
  115. OkToChangeModelColor = Yes
  116. ReceivesDynamicLights = No
  117. DefaultConditionState
  118. Model = PSAirCarrier_A2
  119. Animation = PSAirCarrier_A2.PSAirCarrier_A2
  120. AnimationMode = ONCE_BACKWARDS
  121. Flags = START_FRAME_FIRST
  122. End
  123. ConditionState = DOOR_1_OPENING
  124. AnimationMode = ONCE
  125. Flags = START_FRAME_FIRST
  126. End
  127. ConditionState = DOOR_1_WAITING_OPEN
  128. AnimationMode = ONCE
  129. Flags = START_FRAME_LAST
  130. End
  131.  
  132. End
  133.  
  134. ;Launch blast blocks
  135. Draw = W3DModelDraw ModuleTag_03
  136. ReceivesDynamicLights = No
  137. DefaultConditionState
  138. Model = PSAirCarrier_A3
  139. Animation = PSAirCarrier_A3.PSAirCarrier_A3
  140. AnimationMode = ONCE_BACKWARDS
  141. Flags = START_FRAME_FIRST
  142. End
  143.  
  144. ConditionState = DOOR_2_OPENING
  145. AnimationMode = ONCE
  146. Flags = START_FRAME_FIRST
  147. End
  148. ConditionState = DOOR_2_CLOSING
  149. AnimationMode = ONCE_BACKWARDS
  150. Flags = START_FRAME_LAST
  151. End
  152. End
  153. Draw = W3DModelDraw ModuleTag_04
  154. ReceivesDynamicLights = No
  155. DefaultConditionState
  156. Model = PSAirCarrier_A1
  157. Animation = PSAirCarrier_A1.PSAirCarrier_A1
  158. AnimationMode = ONCE_BACKWARDS
  159. Flags = START_FRAME_FIRST
  160. End
  161.  
  162. ConditionState = DOOR_3_OPENING
  163. AnimationMode = ONCE
  164. Flags = START_FRAME_FIRST
  165. End
  166. ConditionState = DOOR_3_CLOSING
  167. AnimationMode = ONCE_BACKWARDS
  168. Flags = START_FRAME_LAST
  169. End
  170. End
  171.  
  172. PlacementViewAngle = -45
  173.  
  174. ; ***DESIGN parameters ***
  175. DisplayName = OBJECT:AircraftCarrier
  176. Side = America
  177. EditorSorting = STRUCTURE
  178.  
  179. BuildCost = 0
  180. BuildTime = 30.0
  181. EnergyProduction = 0
  182. CommandSet = AmericaAircraftCarrierCommandSetAurora
  183. VisionRange = 200.0
  184. ShroudClearingRange = 200
  185. WeaponSet
  186. Conditions = None
  187. Weapon = PRIMARY AircraftCarrierOrderLaunch
  188. End
  189. ArmorSet
  190. Conditions = None
  191. Armor = StructureArmor
  192. DamageFX = StructureDamageFXNoShake
  193. End
  194. ExperienceValue = 150 150 150 150 ; Experience point value at each level
  195.  
  196. ; *** AUDIO Parameters ***
  197. VoiceSelect = AircraftCarrierVoiceSelect
  198. VoiceAttack = AircraftCarrierVoiceAttack
  199. VoiceMove = AircraftCarrierVoiceMove
  200. SoundOnDamaged = BuildingDamagedStateLight
  201. SoundOnReallyDamaged = BuildingDestroy
  202.  
  203. UnitSpecificSounds
  204. UnderConstruction = UnderConstructionLoop
  205. End
  206.  
  207. ; *** ENGINEERING Parameters ***
  208. RadarPriority = STRUCTURE
  209. KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD AIRCRAFT_CARRIER SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY CAN_ATTACK
  210.  
  211. Body = ImmortalBody ModuleTag_10
  212. MaxHealth = 1.0
  213. InitialHealth = 1.0
  214. End
  215.  
  216. Behavior = FlightDeckBehavior ModuleTag_11
  217. NumRunways = 2
  218. NumSpacesPerRunway = 10
  219.  
  220. Runway1Spaces = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9
  221. Runway1Takeoff = RunwayStart1 RunwayEnd1
  222. Runway1Landing = RunwayLDStart1 RunwayLDEnd1
  223. Runway1Taxi = Taxi2 Taxi3 Taxi4 Taxi6
  224. Runway1Creation = Hanger1 Taxi4 Taxi6
  225. Runway1CatapultSystem = AircraftCarrierCatapultSteamParent
  226.  
  227. Runway2Spaces = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9
  228. Runway2Takeoff = RunwayStart2 RunwayEnd2
  229. Runway2Landing = RunwayLDStart2 RunwayLDEnd2
  230. Runway2Taxi = Taxi1 Taxi3 Taxi5
  231. Runway2Creation = Hanger1 Taxi4
  232. Runway2CatapultSystem = AircraftCarrierCatapultSteamParent
  233.  
  234. HealAmountPerSecond = 20
  235. ApproachHeight = 90
  236. LandingDeckHeightOffset = 45.0
  237. ParkingCleanupPeriod = 533 ;How often the carrier checks to move planes forward in the queue to fill empty spaces
  238. HumanFollowPeriod = 333 ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves.
  239.  
  240. PayloadTemplate = AmericaJetAircraftCarrierAurora
  241. ReplacementDelay = 8000
  242. DockAnimationDelay = 3000
  243.  
  244. ;How quickly a wave of fighters can be launched.
  245. LaunchWaveDelay = 3000
  246. LaunchRampDelay = 667
  247. LowerRampDelay = 600
  248. CatapultFireDelay = 750
  249. End
  250.  
  251. Behavior = ProductionUpdate ModuleTag_12
  252. NumDoorAnimations = 1
  253. DoorOpeningTime = 3000
  254. DoorWaitOpenTime = 33
  255. DoorCloseTime = 0
  256. ConstructionCompleteDuration = 0
  257. End
  258.  
  259. Behavior = BaseRegenerateUpdate ModuleTag_13
  260. End
  261.  
  262. Behavior = DestroyDie ModuleTag_14
  263. End
  264.  
  265. Behavior = CreateObjectDie ModuleTag_15
  266. CreationList = OCL_ABPowerPlantExplode
  267. End
  268.  
  269. Behavior = FXListDie ModuleTag_17
  270. DeathFX = FX_StructureMediumDeath
  271. End
  272.  
  273. Behavior = FlammableUpdate ModuleTag_19
  274. AflameDuration = 5000
  275. AflameDamageAmount = 5
  276. AflameDamageDelay = 500
  277. End
  278.  
  279. Behavior = TransitionDamageFX ModuleTag_31
  280. ;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
  281. DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  282. ;---------------------------------------------------------------------------------------
  283. ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
  284. ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
  285. ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
  286. End
  287.  
  288. Geometry = BOX
  289. GeometryMajorRadius = 112.0
  290. GeometryMinorRadius = 74.0
  291. GeometryHeight = 25.0
  292. GeometryIsSmall = No
  293. FactoryExitWidth = 25
  294. Shadow = SHADOW_VOLUME
  295. BuildCompletion = PLACED_BY_PLAYER
  296. End
  297.  
  298. This goes in Data\INI\Object\AmericaAir.ini
  299. ;------------------------------------------------------------------------------
  300. Object AmericaJetAircraftCarrierAurora
  301.  
  302. ; *** ART Parameters ***
  303. SelectPortrait = SAFulArAurora_L
  304. ButtonImage = SAFulArAurora
  305.  
  306. UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
  307. UpgradeCameo2 = Upgrade_AmericaCountermeasures
  308.  
  309. Draw = W3DModelDraw ModuleTag_Draw01
  310. ParticlesAttachedToAnimatedBones = Yes
  311.  
  312. DefaultConditionState
  313. Model = AVAuroraAG
  314. HideSubObject = BurnerFX03 BurnerFX04
  315. WeaponLaunchBone = PRIMARY WeaponA
  316. End
  317.  
  318. ConditionState = JETEXHAUST
  319. ; exhaust
  320. ParticleSysBone = Wingtip01 JetContrail
  321. ParticleSysBone = Wingtip02 JetContrail
  322. ParticleSysBone = Engine01 JetExhaustHeat
  323. ParticleSysBone = Engine02 JetExhaustHeat
  324. ParticleSysBone = Engine01 SmallMissleLenzflare
  325. ParticleSysBone = Engine02 SmallMissleLenzflare
  326. End
  327.  
  328. ConditionState = JETEXHAUST JETAFTERBURNER
  329. ; exhaust
  330. ParticleSysBone = Wingtip01 JetContrail
  331. ParticleSysBone = Wingtip02 JetContrail
  332. ParticleSysBone = Engine01 JetExhaustHeat
  333. ParticleSysBone = Engine02 JetExhaustHeat
  334. ; afterburner
  335. ShowSubObject = BurnerFX03 BurnerFX04
  336. ParticleSysBone = Engine01 JetLenzflare
  337. ParticleSysBone = Engine02 JetLenzflare
  338. End
  339.  
  340. ConditionState = REALLYDAMAGED
  341. Model = AVAuroraAG_D
  342. ; damage
  343. ParticleSysBone = Smoke01 JetSmoke
  344. ParticleSysBone = Engine01 JetEngineDamagedSmoke
  345. End
  346.  
  347. ConditionState = REALLYDAMAGED JETEXHAUST
  348. Model = AVAuroraAG_D
  349. ; damage
  350. ParticleSysBone = Smoke01 JetSmoke
  351. ParticleSysBone = Engine01 JetEngineDamagedSmoke
  352. ; exhaust
  353. ParticleSysBone = Wingtip01 JetContrail
  354. ParticleSysBone = Wingtip02 JetContrail
  355. ParticleSysBone = Engine01 JetExhaustHeat
  356. ParticleSysBone = Engine02 JetExhaustHeat
  357. ParticleSysBone = Engine01 SmallMissleLenzflare
  358. ParticleSysBone = Engine02 SmallMissleLenzflare
  359. End
  360.  
  361. ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER
  362. Model = AVAuroraAG_D
  363. ; damage
  364. ParticleSysBone = Smoke01 JetSmoke
  365. ParticleSysBone = Engine01 JetEngineDamagedSmoke
  366. ; afterburner
  367. ShowSubObject = BurnerFX03 BurnerFX04
  368. ParticleSysBone = Engine01 JetLenzflare
  369. ParticleSysBone = Engine02 JetLenzflare
  370. ; exhaust
  371. ParticleSysBone = Wingtip01 JetContrail
  372. ParticleSysBone = Wingtip02 JetContrail
  373. ParticleSysBone = Engine01 JetExhaustHeat
  374. ParticleSysBone = Engine02 JetExhaustHeat
  375. End
  376.  
  377. ConditionState = RUBBLE
  378. Model = AVAurora_D1
  379. HideSubObject = None
  380. ShowSubObject = None
  381. End
  382.  
  383. ConditionState = RUBBLE JETEXHAUST JETAFTERBURNER
  384. Model = AVAurora_D1
  385. ;HideSubObject is needed cause there're inherited from default condition state
  386. HideSubObject = None
  387. ShowSubObject = None
  388. ParticleSysBone = Engine01 JetExhaust
  389. ParticleSysBone = Engine02 JetExhaust
  390. ; exhaust
  391. ParticleSysBone = Wingtip01 JetContrail
  392. ParticleSysBone = Wingtip02 JetContrail
  393. ParticleSysBone = Engine01 JetExhaustHeat
  394. ParticleSysBone = Engine02 JetExhaustHeat
  395. End
  396.  
  397. OkToChangeModelColor = Yes
  398. End
  399.  
  400. Draw = W3DModelDraw ModuleTag_Draw02
  401. DefaultConditionState
  402. Model = NONE
  403. End
  404. ConditionState = JETEXHAUST JETAFTERBURNER
  405. Model = NONE
  406. End
  407. ConditionState = JETEXHAUST JETAFTERBURNER ATTACKING
  408. Model = NONE
  409. End
  410. ConditionState = JETEXHAUST
  411. Model = NONE
  412. End
  413. ConditionState = JETEXHAUST ATTACKING
  414. Model = AVAurora_V
  415. ParticleSysBone = ENGINE WarheadTrail02
  416. End
  417. End
  418.  
  419. ; ***DESIGN parameters ***
  420. DisplayName = OBJECT:SupW_Aurora
  421. EditorSorting = VEHICLE
  422. Side = America
  423. TransportSlotCount = 0
  424. VisionRange = 180.0
  425. ShroudClearingRange = 400
  426. BuildCost = 0
  427. BuildTime = 9.0
  428.  
  429. WeaponSet
  430. Conditions = None
  431. Weapon = PRIMARY AircraftCarrierAuroraJetBombWeapon
  432. PreferredAgainst = PRIMARY VEHICLE STRUCTURE
  433. End
  434.  
  435. ArmorSet
  436. Conditions = None
  437. Armor = AuroraAirplaneArmor
  438. DamageFX = None
  439. End
  440. ArmorSet
  441. Conditions = PLAYER_UPGRADE
  442. Armor = CountermeasuresAuroraAirplaneArmor
  443. DamageFX = None
  444. End
  445.  
  446. ExperienceValue = 71 95 126 168
  447. ExperienceRequired = 0 214 284 378
  448. IsTrainable = Yes
  449. CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
  450. CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
  451. CommandSet = AirF_AmericaGenericNoAttackMoveCommandSet
  452.  
  453. ; *** AUDIO Parameters ***
  454. VoiceSelect = FuelAirAuroraVoiceSelect
  455. VoiceMove = AuroraBomberVoiceMove
  456. VoiceGuard = AuroraBomberVoiceMove
  457. VoiceAttack = FuelAirAuroraVoiceAttack
  458. SoundAmbient = AuroraBomberAmbientLoop
  459. SoundAmbientRubble = NoSound
  460. SoundStealthOn = USStealthOn
  461. SoundStealthOff = USStealthOff
  462. UnitSpecificSounds
  463. VoiceCreate = FuelAirAuroraVoiceCreate
  464. Afterburner = RaptorAfterburner
  465. VoiceLowFuel = AuroraBomberVoiceLowFuel
  466. VoiceGarrison = AuroraBomberVoiceMove
  467. End
  468.  
  469. ; *** ENGINEERING Parameters ***
  470. RadarPriority = UNIT
  471. KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK VEHICLE SCORE AIRCRAFT
  472. Body = ActiveBody ModuleTag_02
  473. MaxHealth = 90.0
  474. InitialHealth = 90.0
  475. SubdualDamageCap = 400
  476. SubdualDamageHealRate = 500
  477. SubdualDamageHealAmount = 16
  478. End
  479.  
  480. Behavior = JetSlowDeathBehavior ModuleTag_03
  481. DeathTypes = ALL -EXTRA_8
  482. FXOnGroundDeath = FX_JetOnGroundDeath
  483. OCLOnGroundDeath = OCL_AuroraDeathFinalBlowUp
  484. DestructionDelay = 99999999
  485. RollRate = 0.2
  486. RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
  487. PitchRate = 0.0
  488. FallHowFast = 125.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
  489. FXInitialDeath = FX_AuroraDeathInitial
  490. ;OCLInitialDeath = None
  491. DelaySecondaryFromInitialDeath = 500 ; in milliseconds
  492. FXSecondary = FX_JetDeathSecondary
  493. ;OCLSecondary = None
  494. FXHitGround = FX_JetDeathHitGround
  495. OCLHitGround = OCL_RaptorDeathHitGround
  496. DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
  497. FXFinalBlowUp = FX_JetDeathFinalBlowUp
  498. OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp
  499. End
  500.  
  501. Behavior = PhysicsBehavior ModuleTag_05
  502. Mass = 500.0
  503. End
  504.  
  505. Behavior = ExperienceScalarUpgrade ModuleTag_06
  506. TriggeredBy = Upgrade_AmericaAdvancedTraining
  507. AddXPScalar = 1.0 ;Increases experience gained by an additional 100%
  508. End
  509.  
  510. Behavior = JetAIUpdate ModuleTag_07
  511. OutOfAmmoDamagePerSecond = 0%
  512. TakeoffDistForMaxLift = 0%
  513. TakeoffPause = 500
  514. MinHeight = 5
  515. ParkingOffset = 3
  516. SneakyOffsetWhenAttacking = -50.0
  517. AttackLocomotorType = SET_SUPERSONIC
  518. AttackLocomotorPersistTime = 100
  519. AttackersMissPersistTime = 2000
  520. ReturnForAmmoLocomotorType = SET_SLUGGISH
  521. ReturnToBaseIdleTime = 10000
  522. MoodAttackCheckRate = 100
  523. End
  524. Locomotor = SET_NORMAL AuroraJetLocomotor
  525. Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor
  526. Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor
  527. Locomotor = SET_TAXIING BasicJetTaxiLocomotor
  528.  
  529. Behavior = ArmorUpgrade ModuleTag_Armor01
  530. TriggeredBy = Upgrade_AmericaCountermeasures
  531. End
  532.  
  533. Behavior = CountermeasuresBehavior ModuleTag_10
  534. TriggeredBy = Upgrade_AmericaCountermeasures
  535. FlareTemplateName = CountermeasureFlare
  536. FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
  537. VolleySize = 2 ; Number of flares launched per volley (requires bones)
  538. VolleyArcAngle = 60.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
  539. VolleyVelocityFactor = 2.0 ; Shoots out flares at a stronger velocity with a higher value.
  540. DelayBetweenVolleys = 1000 ; Time between flare volleys
  541. NumberOfVolleys = 3 ; Number of times the volleys will fire before reloading
  542. ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
  543. EvasionRate = 20% ; With active flares, the specified percentage will be diverted.
  544. ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
  545. MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
  546. End
  547.  
  548. Behavior = FlammableUpdate ModuleTag_21
  549. AflameDuration = 8000
  550. AflameDamageAmount = 1
  551. AflameDamageDelay = 500
  552. End
  553.  
  554. Behavior = TransitionDamageFX ModuleTag_22
  555. ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
  556. ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
  557. End
  558.  
  559. Behavior = VeterancyGainCreate ModuleTag_23
  560. StartingLevel = VETERAN
  561. ScienceRequired = SCIENCE_BombersTraining
  562. End
  563.  
  564. Behavior = OCLSpecialPower ModuleTag_SpecialPower01
  565. SpecialPowerTemplate = SpecialAbilitySuicide
  566. OCL = OCL_Selfdestruct
  567. CreateLocation = CREATE_AT_LOCATION
  568. End
  569.  
  570. Behavior = CreateObjectDie ModuleTag_14OD
  571. DeathTypes = NONE +EXTRA_8
  572. CreationList = OCL_AuroraMoneyCrate
  573. TransferPreviousHealth = Yes
  574. End
  575.  
  576. Behavior = DestroyDie DeathModuleTag_02DDD
  577. DeathTypes = NONE +EXTRA_8
  578. End
  579.  
  580. Behavior = FireWeaponWhenDamagedBehavior ModuleTag_DataUpload
  581. StartsActive = Yes
  582. ReactionWeaponPristine = AirF_LevelUpCrateCreationWeapon
  583. ReactionWeaponDamaged = AirF_LevelUpCrateCreationWeapon
  584. ReactionWeaponReallyDamaged = AirF_LevelUpCrateCreationWeapon
  585. DamageTypes = NONE +HACK
  586. DamageAmount = 1
  587. End
  588.  
  589. Geometry = Box
  590. GeometryIsSmall = Yes
  591. GeometryMajorRadius = 14.0
  592. GeometryMinorRadius = 7.0
  593. GeometryHeight = 5.0
  594. End
  595.  
  596. This goes in Weapon.ini
  597. ;------------------------------------------------------------------------------
  598. Weapon AircraftCarrierAuroraJetBombWeapon
  599. PrimaryDamage = 500.0
  600. PrimaryDamageRadius = 30.0
  601. SecondaryDamage = 200.0
  602. SecondaryDamageRadius = 60.0
  603. AttackRange = 300.0
  604. AcceptableAimDelta = 45
  605. DamageType = AURORA_BOMB
  606. DeathType = EXPLODED
  607. WeaponSpeed = 99999
  608. ProjectileObject = AuroraBomb
  609. ProjectileDetonationFX = FX_AuroraAlphaBombExplode
  610. FireSound = BombFallngFromPlane
  611. RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR NOT_AIRBORNE
  612. ClipSize = 1
  613. ClipReloadTime = 8000
  614. AutoReloadsClip = RETURN_TO_BASE
  615. ShowsAmmoPips = Yes
  616. ProjectileCollidesWith = STRUCTURES
  617. AntiAirborneVehicle = Yes
  618. AntiAirborneInfantry = No
  619. AntiGround = Yes
  620. ShockWaveAmount = 50.0
  621. ShockWaveRadius = 60.0
  622. ShockWaveTaperOff = 0.25
  623. End
  624.  
  625. Use this tool: https://www.moddb.com/games/cc-generals-zero-hour/downloads/final-big-editor
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