Major Joined: 2/28/2017(UTC) Posts: 410 Location: Bangkok Thanks: 63 times Was thanked: 145 time(s) in 127 post(s)
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Here is my code A10 code, it fired missiles correctly and doing stuff correctly. Code:
;------------------------------------------------------------------------------
Object AmericaJetA10ThunderboltTest
; *** ART Parameters ***
SelectPortrait = SAWarthog_L
ButtonImage = SAWarthog
UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
UpgradeCameo2 = Upgrade_AmericaCountermeasures
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponMuzzleFlash = SECONDARY WeaponA
ShowSubObject = Weapon01 Weapon02 Weapon03 Weapon04 Weapon05 Weapon06
ParticleSysBone = Engine01 JetBlackTrailThin
ParticleSysBone = Engine02 JetBlackTrailThin
ParticleSysBone = Wingtip01 JetContrailThin
ParticleSysBone = Wingtip02 JetContrailThin
End
ConditionState = REALLYDAMAGED
Model = AVWarthog_D
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
WeaponFireFXBone = SECONDARY WeaponA
WeaponLaunchBone = SECONDARY WeaponA
WeaponMuzzleFlash = SECONDARY WeaponA
ShowSubObject = Weapon01 Weapon02 Weapon03 Weapon04 Weapon05 Weapon06
End
AliasConditionState = RUBBLE
End
; ***DESIGN parameters ***
DisplayName = OBJECT:A10Thunderbolt
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 600
BuildCost = 0
BuildTime = 0.5 ;in seconds
WeaponSet
Weapon = PRIMARY A10ThunderboltVulcanTest
Weapon = SECONDARY A10ThunderboltMissileWeaponTest
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
ExperienceValue = 200 200 400 400 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
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 = AmericaJetAuroraCommandSet
; *** AUDIO Parameters ***
SoundAmbient = A10ThunderboltAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
StartDive = A10ThunderboltDive
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 1200
InitialHealth = 1200
End
Behavior = JetSlowDeathBehavior ModuleTag_03
DestructionDelay = 99999999 ; destruction will happen when we
RollRate = 0.0
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
FXInitialDeath = FX_JetDeathInitial
OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = None
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_A10DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_A10DeathFinalBlowUp
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 = MissileAIUpdate ModuleTag_09
TryToFollowTarget = Yes
FuelLifetime = 0
DistanceToTargetBeforeDiving = 500
End
Behavior = JetAIUpdate ModuleTag_07
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 = 3000 ; we start slowing down almost immediately
AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer
ReturnForAmmoLocomotorType = SET_NORMAL
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL A10ThunderboltLocomotor
Locomotor = SET_SUPERSONIC A10ThunderboltDiveLocomotor
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 = 30% ; 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 = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_22
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 = PointDefenseLaserUpdate ModuleTag_Laser_One
WeaponTemplate = AirF_PointDefenseLaser
PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE
ScanRate = 0
ScanRange = 200.0
PredictTargetVelocityFactor = 1.0
End
Geometry = Cylinder
GeometryIsSmall = Yes
GeometryMajorRadius = 10.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End
Locomotor SET_NORMAL Code:
;------------------------------------------------------------------------------
Locomotor A10ThunderboltLocomotor
Surfaces = AIR
Speed = 120 ;55 ; in dist/sec
SpeedDamaged = 120 ;40 ; in dist/sec
MinSpeed = 45 ; in dist/sec
TurnRate = 200 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
Acceleration = 80 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 70 ; in dist/sec
PreferredHeight = 150
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
This is dive SET_SUPERSONIC Code:
;------------------------------------------------------------------------------
Locomotor A10ThunderboltDiveLocomotor
Surfaces = AIR
Speed = 120 ;55 ; in dist/sec
SpeedDamaged = 120 ;40 ; in dist/sec
MinSpeed = 45 ; in dist/sec
TurnRate = 200 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
MaxThrustAngle = 60 ; in degrees (NOT degrees/sec)
Acceleration = 80 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 70 ; in dist/sec
PreferredHeight = 50
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc)
Appearance = HOVER
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip
LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
For weapon Code:
;------------------------------------------------------------------------------
Weapon A10ThunderboltVulcanTest
PrimaryDamage = 10.0
PrimaryDamageRadius = 5.0 ; 0 primary radius means "hits only intended victim"
ScatterRadius = 20.0
AttackRange = 450.0
DamageType = SMALL_ARMS
DeathType = NORMAL
WeaponSpeed = 600.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = ScorpionTankShell ;A10ThunderboltDummyVulcan
FireFX = WeaponFX_Comanche20mmCannonFire
ProjectileDetonationFX = FX_DamageTankStruckSmallArms
FireSound = SpectreGunshipGattlingWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 10 ; time between shots, msec
ClipSize = 20 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 500 ; how long to reload a Clip, msec
AutoReloadsClip = RETURN_TO_BASE
ProjectileCollidesWith = STRUCTURES
ShowsAmmoPips = No
End
;------------------------------------------------------------------------------
Weapon A10ThunderboltMissileWeaponTest
PrimaryDamage = 200.0
PrimaryDamageRadius = 50.0
ScatterRadius = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 350
MinimumAttackRange = 100.0
AcceptableAimDelta = 30
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 500
ProjectileObject = A10ThunderboltMissile
ProjectileExhaust = TowMissileExhaust
;FireFX = None
;FireSound = ComancheMissileWeapon
ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion;FX_ArtilleryBarrage
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR
DelayBetweenShots = 50
ClipSize = 6
ClipReloadTime = 1000 ;7000
AutoReloadsClip = RETURN_TO_BASE
ProjectileCollidesWith = STRUCTURES
ShowsAmmoPips = Yes
End
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1 user thanked mr_hymn_ for this useful post.
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