Yes it was I’m trying to harmonise him with already existing units,, and not mods which are away from the point,,,
fatalSwoop wrote:
;-------------------------------- Object AmericaJetB52unit ; *** ART Parameters *** SelectPortrait = ButtonImage = UpgradeCameo1 = Upgrade_AmericaAdvancedTraining UpgradeCameo2 = Upgrade_AmericaCountermeasures ;UpgradeCameo3 = NONE ;UpgradeCameo4 = NONE ;UpgradeCameo5 = NONE Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = AVBomber HideSubObject = BurnerFX03 BurnerFX04 WeaponLaunchBone = PRIMARY WeaponA End ConditionState = JETEXHAUST ; exhaust ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin ParticleSysBone = WingTip03 JetContrailThin ParticleSysBone = WingTip04 JetContrailThin End ConditionState = JETEXHAUST JETAFTERBURNER ; exhaust ParticleSysBone = Wingtip01 JetContrailThin ParticleSysBone = Wingtip02 JetContrailThin ParticleSysBone = WingTip03 JetContrailThin ParticleSysBone = WingTip04 JetContrailThin ; afterburner ShowSubObject = BurnerFX03 BurnerFX04 ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = DAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = REALLYDAMAGED Model = AVBomber_D ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Engine01 JetBlackTrailThin ParticleSysBone = Engine02 JetBlackTrailThin ParticleSysBone = Engine03 JetBlackTrailThin ParticleSysBone = Engine04 JetBlackTrailThin ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End ConditionState = RUBBLE Model = AVBomber_D1 ParticleSysBone = Smoke01 JetFireLarge ParticleSysBone = Smoke02 JetFireLarge ParticleSysBone = Smoke01 JetSmokeLarge ParticleSysBone = Smoke02 JetSmokeLarge End OkToChangeModelColor = Yes End ; Draw = W3DModelDraw ModuleTag_02 ; DefaultConditionState ; Model = AVBomber_A2U ; End ; ConditionState = DOOR_1_OPENING ; Animation = AVBomber_A2K.AVBomber_A2 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_CLOSING ; Animation = AVBomber_A2K.AVBomber_A2 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = REALLYDAMAGED ; Model = AVBomber_A2DU ; Animation = AVBomber_A2K.AVBomber_A2 ; AnimationMode = MANUAL ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_OPENING REALLYDAMAGED ; Model = AVB3bmbr_A2DU ; Animation = AVB3bmbr_A2K.AVB3bmbr_A2 ; AnimationMode = ONCE ; Flags = START_FRAME_FIRST MAINTAIN_FRAME_ACROSS_STATES ; End ; ConditionState = DOOR_1_CLOSING REALLYDAMAGED ; Model = AVBomber_A2DU ; Animation = AVBomber_A2K.AVBomber_A2 ; AnimationMode = ONCE_BACKWARDS ; Flags = START_FRAME_LAST MAINTAIN_FRAME_ACROSS_STATES ; End ; End ; ***DESIGN parameters *** DisplayName = OBJECT:B3 EditorSorting = VEHICLE Side = America TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 600 BuildCost = 1 BuildTime = 1.0 ;in seconds Prerequisites Object = AmericaCommandCenter End WeaponSet Conditions = None Weapon = PRIMARY End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = TankDamageFX End ArmorSet Conditions = PLAYER_UPGRADE Armor = CountermeasuresAirplaneArmor DamageFX = None End CommandSet = AmericaJetAuroraCommandSet ; *** AUDIO Parameters *** SoundAmbient = B3BomberAmbientLoop SoundAmbientRubble = NoSound ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_03 MaxHealth = 250.0 InitialHealth = 250.0 End 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 ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level ExperienceValue = 50 50 50 50 ; Experience point value at each level IsTrainable = Yes ;Can gain experience ; *** AUDIO Parameters *** VoiceSelect = StealthFighterVoiceSelect VoiceMove = StealthFighterVoiceMove VoiceAttack = StealthFighterVoiceAttack VoiceAttackAir = StealthFighterVoiceAttackAir VoiceGuard = StealthFighterVoiceAirPatrol SoundAmbient = StealthFighterAmbientLoop SoundAmbientRubble = NoSound SoundStealthOn = StealthOn SoundStealthOff = StealthOff UnitSpecificSounds VoiceCreate = StealthFighterVoiceCreate SoundEject = PilotSoundEject VoiceEject = PilotVoiceEject Afterburner = RaptorAfterburner VoiceLowFuel = AuroraBomberVoiceLowFuel VoiceGarrison = StealthFighterVoiceMove End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = DeliverPayloadAIUpdate ModuleTag_08 DoorDelay = 500 MaxAttempts = 4 DropOffset = X:0 Y:0 Z:-10 DropDelay = 300 ; time in between each item dropped (if more than one) PutInContainer = AmericaParachute DeliveryDistance = 150 End Behavior = JetAIUpdate ModuleTag_09 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 ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo End Locomotor = SET_TAXIING BasicJetTaxiLocomotor Locomotor = SET_NORMAL CINE_B52Locomotor Behavior = TransportContain ModuleTag_06 Slots = 8 ; hey, it's a BIG transport ScatterNearbyOnExit = No OrientLikeContainerOnExit = Yes KeepContainerVelocityOnExit = Yes ExitPitchRate = 30 ExitBone = WeaponA01 AllowInsideKindOf = INFANTRY VEHICLE PROJECTILE DOZER PARACHUTABLE DoorOpenTime = 0 ; this prevents the Contain module from messing with the doors, since we want DeliverPayload to handle 'em NumberOfExitPaths = 0 DestroyRidersWhoAreNotFreeToExit = Yes ; 'destroy' as opposed to 'kill' End Behavior = JetSlowDeathBehavior ModuleTag_10 DestructionDelay = 2000 RollRate = 0.0 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = 0 FallHowFast = 25.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity) FXInitialDeath = FX_JetBigDeathInitial OCLInitialDeath = OCL_AmericaJetCargoDeathStart DelaySecondaryFromInitialDeath = 2000 ; in milliseconds This guy won't hit the ground, so this time equals the above time OCLSecondary = OCL_AmericaJetCargoHulkDeath FXSecondary = FX_BigPlaneDeath ; FXFinalBlowUp = FX_JetDeathFinalBlowUp ; OCLFinalBlowUp = OCL_AuroraDeathFinalBlowUp ; DeathLoopSound = MICAL NEEDS TO MAKE ME End Behavior = TransitionDamageFX ModuleTag_11 DamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_JetBigDamageTransition End Behavior = ArmorUpgrade ModuleTag_Armor01 TriggeredBy = Upgrade_AmericaCountermeasures End Behavior = CountermeasuresBehavior ModuleTag_12 TriggeredBy = Upgrade_AmericaCountermeasures FlareTemplateName = CountermeasureFlare FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03) VolleySize = 4 ; Number of flares launched per volley (requires bones) VolleyArcAngle = 90.0 ; 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 = 5 ; Number of times the volleys will fire before reloading ReloadTime = 5000 ; 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 = 100 ; 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 = PointDefenseLaserUpdate ModuleTag_Laser_One WeaponTemplate = AirF_PointDefenseLaser PrimaryTargetTypes = BALLISTIC_MISSILE SMALL_MISSILE ScanRate = 0 ScanRange = 200.0 PredictTargetVelocityFactor = 1.0 End Geometry = Box GeometryIsSmall = No GeometryMajorRadius = 60.0 GeometryMinorRadius = 10.0 GeometryHeight = 10.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length End
Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0
;------------------------------------------------------------------------------ Weapon DropCarpetBombWeapon PrimaryDamage = 0.0001 PrimaryDamageRadius = 0.0 AttackRange = 50.0 DamageType = UNRESISTABLE DeathType = NORMAL FireOCL = OCL_CarpetBomb DelayBetweenShots = 300 ClipSize = 8 ClipReloadTime = 10000 AutoReloadsClip = RETURN_TO_BASE AcceptableAimDelta = 180 AntiGround = Yes AntiAirborneVehicle = No ShowsAmmoPips = Yes End
; ---------------------------------------------- ObjectCreationList OCL_CarpetBomb CreateObject ObjectNames = CarpetBomb Disposition = LIKE_EXISTING End End
;------------------------------------------------------------------------------ Weapon CarpetBomberWeapon PrimaryDamage = 0.00001 PrimaryDamageRadius = 0.00001 AttackRange = 200.0 AcceptableAimDelta = 45 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 99999 ProjectileObject = CarpetBomb_Bomb FireFX = FX_AuroraBombLaunch ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR DelayBetweenShots = 75 ClipSize = 10 ; how many shots in a Clip (0 == infinite) ClipReloadTime = 5000 ; how long to reload a Clip, msec AutoReloadsClip = RETURN_TO_BASE ; must return to base to reload this weapon ShowsAmmoPips = Yes ProjectileCollidesWith = STRUCTURES End
;------------------------------------------------------------------------------ Object CarpetBomb_Bomb ; *** ART Parameters *** Draw = W3DModelDraw ModuleTag_01 DefaultConditionState Model = EXCarptBmb End End ; ***DESIGN parameters *** DisplayName = OBJECT:CarpetBomb Side = America EditorSorting = SYSTEM TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ArmorSet Conditions = None Armor = ProjectileArmor DamageFX = None End ; *** AUDIO Parameters *** SoundFallingFromPlane = DaisyCutterWeapon ; *** ENGINEERING Parameters *** KindOf = PROJECTILE Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = AIUpdateInterface ModuleTag_03 End Locomotor = SET_NORMAL None Behavior = PhysicsBehavior ModuleTag_04 Mass = 75.0 AerodynamicFriction = 1 ; this is now friction-per-sec ForwardFriction = 33 ; this is now friction-per-sec CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back End Behavior = FireWeaponWhenDeadBehavior ModuleTag_05 DeathWeapon = CarpetBombWeapon StartsActive = Yes End Behavior = HeightDieUpdate ModuleTag_06 TargetHeight = 1.0 TargetHeightIncludesStructures = No End Behavior = SpecialPowerCompletionDie ModuleTag_07 SpecialPowerTemplate = SuperweaponCarpetBomb End Behavior = FXListDie ModuleTag_08 DeathFX = FX_CarpetBomb End Behavior = DestroyDie ModuleTag_09 ;nothing End Behavior = MissileAIUpdate ModuleTag_04 TryToFollowTarget = No FuelLifetime = 0 IgnitionDelay = 0 InitialVelocity = 0 ; in dist/sec DistanceToTravelBeforeTurning = 0 DistanceToTargetBeforeDiving = 0 End Locomotor = SET_NORMAL None End
The C&C Labs Forums uses cookies. By continuing to browse this site, you are agreeing to our use of cookies. More Details Close