;------------------------------------------------------------------------------
Object ASpt_NukeCannonShell
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = AVTankShel
ParticleSysBone = NONE ArtilleryBarrageTrail
ParticleSysBone = NONE ArtilleryBarrageTrailRing
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:TankShell
EditorSorting = SYSTEM
ArmorSet
Armor = ProjectileArmor
End
VisionRange = 0.0
; *** AUDIO Parameters ***
SoundAmbient = NukeCannonIncomingWhistle
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = DestroyDie ModuleTag_03
;nothing
End
Behavior = DumbProjectileBehavior ModuleTag_04
; To tweak a Bezier path, please see GS
FirstHeight = 50 ; Height of Bezier control points above highest intervening terrain
SecondHeight = 150
FirstPercentIndent = 30% ; Percentage of shot distance control points are placed
SecondPercentIndent = 70%
FlightPathAdjustDistPerSecond = 0 ; Can allow a max speed this can attempt to follow a target. Units are their velocity we can tag.
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 0.01 ; we can't have a zero mass, but we want it pretty tiny...
End
Behavior = LifetimeUpdate ModuleTag_06
MinLifetime = 1000
MaxLifetime = 1200
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_10
DeathWeapon = ASpt_ScatterShellAestheticWeapon
StartsActive = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_102
DeathWeapon = ASpt_ScatterShellAestheticWeapon
StartsActive = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_103
DeathWeapon = ASpt_ScatterShellAestheticWeapon
StartsActive = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_104
DeathWeapon = ASpt_ScatterShellAestheticWeapon
StartsActive = Yes
End
Behavior = FireWeaponWhenDeadBehavior ModuleTag_105
DeathWeapon = ASpt_ScatterShellAestheticWeapon
StartsActive = Yes
End
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End
Object ASpt_MiniShells
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
ConditionState = NONE
Model = AVTankShel
ParticleSysBone = NONE CzAM_MiniShellTrail
End
End
; ***DESIGN parameters ***
Side = China
EditorSorting = SYSTEM
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
VisionRange = 0.0
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = PhysicsBehavior ModuleTag_03
Mass = 75.0
AerodynamicFriction = 2 ; this is now friction-per-sec
ForwardFriction = 2 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
; but there's a good reason: the Aurora moves so freakin' fast that it's really
; hard to (1) find a reliable drop location, and (2) actually get it close enough to
; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
; navigation on the way down. This works pretty well and actually looks much better
; than you might think. (srj)
Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
InitialVelocity = 0 ; in dist/sec
DistanceToTravelBeforeTurning = 0
DistanceToTargetBeforeDiving = 0
End
Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right.
Scale = 0.75
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 1.0
End