;------------------------------------------------------------------------------
Object SupW_AmericaVehicleComancheDrone
; *** ART Parameters ***
SelectPortrait = SACCommanche_L
ButtonImage = SACCommanche
UpgradeCameo1 = Upgrade_AmericaDroneArmor
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = AVComanche
HideSubObject = MissileUpgrade
Animation = AVComanche.AVComanche
AnimationMode = LOOP
WeaponMuzzleFlash = PRIMARY TurretFX
WeaponFireFXBone = PRIMARY Muzzle
WeaponFireFXBone = SECONDARY Muzzle
WeaponLaunchBone = SECONDARY Muzzle
End
ConditionState = REALLYDAMAGED
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End
ConditionState = WEAPONSET_PLAYER_UPGRADE REALLYDAMAGED
Model = AVComanche_d
ShowSubObject = MissileUpgrade
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
WeaponFireFXBone = TERTIARY WeaponB
WeaponLaunchBone = TERTIARY WeaponB
End
ConditionState = RUBBLE
Model = AVComanche_d
Animation = AVComanche_d.AVComanche_d
AnimationMode = LOOP
End
ConditionState = RUBBLE SPECIAL_DAMAGED
Model = AVComanche_d
HideSubObject = AVComanche_Prop
End
OkToChangeModelColor = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:ComancheDrone
EditorSorting = VEHICLE
Side = AmericaSuperWeaponGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
ArmorSet
Conditions = None
Armor = TankArmor
DamageFX = SmallTankDamageFX
End
BuildCost = 1
BuildTime = 5 ;in seconds
VisionRange = 700
ShroudClearingRange = 750
IsTrainable = No ;Can gain experience
; *** AUDIO Parameters ***
UnitSpecificSounds
VoiceCreate = ComancheVoiceCreate
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS VEHICLE SELECTABLE CAN_ATTACK DRONE NO_SELECT
Body = ActiveBody ModuleTag_02
MaxHealth = 220.0
InitialHealth = 220.0
End
WeaponSet
Conditions = PLAYER_UPGRADE
; -----
Weapon = PRIMARY Comanche20mmCannonWeapon
PreferredAgainst = PRIMARY INFANTRY
AutoChooseSources = PRIMARY FROM_PLAYER FROM_SCRIPT FROM_AI
; -----
Weapon = SECONDARY ComancheAntiTankMissileWeapon
PreferredAgainst = SECONDARY VEHICLE STRUCTURE
AutoChooseSources = SECONDARY FROM_PLAYER FROM_SCRIPT FROM_AI
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
TurretTurnRate = 0 ; this "turret" does not turn
TurretPitchRate = 0 ; nor does it pitch
ControlledWeaponSlots = PRIMARY SECONDARY
End
AutoAcquireEnemiesWhenIdle = Yes
End
Locomotor = SET_NORMAL ComancheLocomotor
Behavior = PhysicsBehavior ModuleTag_05
Mass = 100.0
End
Behavior = SlavedUpdate ModuleTag_06
GuardMaxRange = -50 ;How far away from master I'm allowed when master is idle (doesn't wander)
GuardWanderRange = 0 ;How far away I'm allowed to wander from master while guarding.
AttackRange = 10 ;How far away from master I'm allowed when master is attacking a target.
AttackWanderRange = 30 ;How far I'm allowed to wander from target.
ScoutRange = 10 ;How far away from master I'm allowed when master is moving.
ScoutWanderRange = 0 ;How far I'm allowed to wander from scout point.
StayOnSameLayerAsMaster = No
End
Behavior = MaxHealthUpgrade ModuleTag_07
TriggeredBy = Upgrade_AmericaDroneArmor
AddMaxHealth = 50.0
ChangeType = ADD_CURRENT_HEALTH_TOO ;Choices are PRESERVE_RATIO, ADD_CURRENT_HEALTH_TOO, and SAME_CURRENTHEALTH
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_08
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 140.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 350.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 190 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 12.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
; Most things that eject pilots do so immediately upon death,
; via use of EjectPilotDie, but Helicopters are a special case...
; they need to do so after their blades are ejected.
OCLEjectPilot = OCL_EjectPilotViaParachute
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 1500
FinalRubbleObject = ComancheRubbleHull
End
Geometry = CYLINDER
GeometryMajorRadius = 5.0
GeometryMinorRadius = 6.0
GeometryHeight = 3.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End