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- ;------------------------------------------------------------------------------
- Object AmericaJetAurora
- ;BuildCost = 1500
- ;BuildTime = 25 ;in seconds
- ExperienceValue = 50 50 100 150 ;Experience point value at each level
- ReplaceModule ModuleTag_07
- Behavior = JetAIUpdate ModuleTag_07_Override
- 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 = 10 ; 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
- End
- End
- ;------------------------------------------------------------------------------
- Object AirF_AmericaJetAurora
- ;BuildCost = 1500
- ;BuildTime = 25 ;in seconds
- ExperienceValue = 50 50 100 150 ;Experience point value at each level
- ReplaceModule ModuleTag_01
- Draw = W3DModelDraw ModuleTag_01_Override
- DefaultConditionState
- Model = AVAuroraAG
- 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 = 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
- 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
- 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
- End
- ReplaceModule ModuleTag_07
- Behavior = JetAIUpdate ModuleTag_07_Override
- 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 = 10 ; 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
- End
- End
- ;------------------------------------------------------------------------------
- Object Lazr_AmericaJetAurora
- ;BuildCost = 1500
- ;BuildTime = 25 ;in seconds
- ExperienceValue = 50 50 100 150 ;Experience point value at each level
- ReplaceModule ModuleTag_07
- Behavior = JetAIUpdate ModuleTag_07_Override
- 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 = 10 ; 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
- End
- End
- ;------------------------------------------------------------------------------
- Object SupW_AmericaJetAurora
- ;BuildCost = 2000
- ;BuildTime = 30 ;in seconds
- ExperienceValue = 50 50 100 150 ;Experience point value at each level
- ReplaceModule ModuleTag_07
- Behavior = JetAIUpdate ModuleTag_07_Override
- 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 = 10 ; 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
- End
- End
- ;------------------------------------------------------------------------------
- Object Boss_JetAurora
- ;BuildCost = 1500
- ;BuildTime = 25 ;in seconds
- ExperienceValue = 50 50 100 150 ;Experience point value at each level
- ReplaceModule ModuleTag_01
- Draw = W3DModelDraw ModuleTag_01_Override
- DefaultConditionState
- Model = AVAuroraAG
- 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 = 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
- 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
- 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
- End
- ReplaceModule ModuleTag_07
- Behavior = JetAIUpdate ModuleTag_07_Override
- 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 = 10 ; 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
- End
- End
- ;------------------------------------------------------------------------------
- Object AuroraBomb
- ReplaceModule ModuleTag_01
- Draw = W3DModelDraw ModuleTag_01_Override
- DefaultConditionState
- Model = ExMsslTm
- End
- End
- End
- Scale = 1.50
- End
- ;------------------------------------------------------------------------------
- Object SupW_AuroraFuelAirBomb
- ReplaceModule ModuleTag_01
- Draw = W3DModelDraw ModuleTag_01_Override
- DefaultConditionState
- Model = ExMsslTm
- End
- End
- End
- Scale = 2.0
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionAmerica
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionChina
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionGLA
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionAmericaSuperWeaponGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionAmericaLaserGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionAmericaAirForceGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionChinaTankGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionChinaInfantryGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionChinaNukeGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionGLAToxinGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionGLADemolitionGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionGLAStealthGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
- ;------------------------------------------------------------------------------
- PlayerTemplate FactionBossGeneral
- ProductionCostChange = AmericaJetAurora -40%
- ProductionCostChange = AirF_AmericaJetAurora -40%
- ProductionCostChange = Lazr_AmericaJetAurora -40%
- ProductionCostChange = Boss_JetAurora -40%
- ProductionTimeChange = AmericaJetAurora -17%
- ProductionTimeChange = AirF_AmericaJetAurora -17%
- ProductionTimeChange = Lazr_AmericaJetAurora -17%
- ProductionTimeChange = Boss_JetAurora -17%
- End
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