Hello All,
I Just wanted to share my A-10 Thunderbolt edit. Warning this is a bit Overpowered, so i put a limit of 2.
(Edit #1 there is now a 15.5 second Delay on stealth after firing, also adjusted the Scatter on the GAU-8 from 12.5 to 25) Updated Custom A-10
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Object AmericaJetA10_THunderBolt_II
; *** ART Parameters ***
SelectPortrait = SAWarthog_L
ButtonImage = SAWarthog
UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = REALLYDAMAGED
Model = AVWarthog_D
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = RUBBLE
ParticlesAttachedToAnimatedBones = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:A10Thunderbolt
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 400.0
ShroudClearingRange = 285
Scale = 0.9
Prerequisites
Object = AmericaAirfield
; Object = AmericaStrategyCenter
End
WeaponSet
Conditions = None
; -----
Weapon = PRIMARY GAU_8
PreferredAgainst = PRIMARY VEHICLE
; -----
Weapon = SECONDARY A10_Anti_Tank_Missile
PreferredAgainst = SECONDARY INFANTRY VEHICLE STRUCTURE
; -----
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
BuildCost = 750
BuildTime = 45
ExperienceValue = 50 50 75 100 ;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 = GenericCommandSet
MaxSimultaneousOfType = 2
; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = A10ThunderboltAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 360.0
InitialHealth = 360.0
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_A10ThunderboltMissileStrike1
End
Behavior = CountermeasuresBehavior ModuleTag_04
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 = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 9 ; 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 = 75% ; 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 = ExperienceScalarUpgrade ModuleTag_05
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 0.5 ;Increases experience gained by an additional 100%
End
Behavior = JetSlowDeathBehavior ModuleTag_06
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
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_RaptorDeathInitial
OCLInitialDeath = OCL_RaptorDeathInitial
DelaySecondaryFromInitialDeath = 500 ; in milliseconds
FXSecondary = FX_JetDeathSecondary
OCLSecondary = OCL_RaptorDeathSecondary
FXHitGround = FX_JetDeathHitGround
OCLHitGround = OCL_RaptorDeathHitGround
DelayFinalBlowUpFromHitGround = 200 ; in milliseconds
FXFinalBlowUp = FX_JetDeathFinalBlowUp
OCLFinalBlowUp = OCL_RaptorDeathFinalBlowUp
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_07
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_08
Mass = 500.0
End
Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End
Behavior = StealthUpdate ModuleTag_10
StealthDelay = 15000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY
; not currently used... but maybe someday? (srj)
;RevealDistanceFromTarget = 600.0f
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 75.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End
Behavior = JetAIUpdate ModuleTag_11
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 = 3000
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_NORMAL A10Thunderbolt2Locomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
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
Geometry = Box
GeometryIsSmall = Yes
GeometryMajorRadius = 14.0
GeometryMinorRadius = 7.0
GeometryHeight = 5.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length.
End
Weapon Objects
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Object SpectreHowitzerShell2
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
ConditionState = NONE
Model = AVSpectreShell1
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Missile
EditorSorting = SYSTEM
VisionRange = 10.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = HeightDieUpdate ModuleTag_04
TargetHeight = 1.0
TargetHeightIncludesStructures = No
OnlyWhenMovingDown = Yes
InitialDelay = 1000 ; Can't explode in the first second so we don't explode on the pad
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
FX = FX_NukeGLA
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_09
Mass = 1
End
Behavior = DumbProjectileBehavior ModuleTag_10
End
; Locomotor = SET_NORMAL SpectreHowitzerShellLocomotor
Geometry = Cylinder ; Since collision extents can't tilt, this is a little fake
GeometryMajorRadius = 4.0
GeometryHeight = 4.0
GeometryIsSmall = Yes
Scale = 0.6 ;Scaling
Shadow = SHADOW_DECAL
End
;------------------------------------------------------------------------------
Object WartHog_AntiTankMissile
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
; @todo -- need real art here
Model = UVRockBug_m
End
ConditionState = JAMMED
ParticleSysBone = None SparksMedium
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:Prop
EditorSorting = SYSTEM
VisionRange = 0.0
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
TransportSlotCount = 1 ;how many "slots" we take in a transport (0 == not transportable)
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE SMALL_MISSILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
; Subdual damage "Subdues" you (reaction defined by BodyModule) when it passes your max health.
; The cap limits how extra-subdued you can be, and the other numbers detemine how fast it drains away on its own.
; A projectile is not disabled, but instead loses target and scatters
SubdualDamageCap = 200
SubdualDamageHealRate = 100000
SubdualDamageHealAmount = 50
End
; ---- begin Projectile death behaviors
Behavior = InstantDeathBehavior DeathModuleTag_01
DeathTypes = NONE +DETONATED
; we detonated normally.
; no FX, just quiet destroy ourselves
End
Behavior = InstantDeathBehavior DeathModuleTag_02
DeathTypes = NONE +LASERED
; shot down by laser.
FX = FX_GenericMissileDisintegrate
OCL = OCL_GenericMissileDisintegrate
End
Behavior = InstantDeathBehavior DeathModuleTag_03
DeathTypes = ALL -LASERED -DETONATED
; shot down by nonlaser.
FX = FX_GenericMissileDeath
End
; ---- end Projectile death behaviors
Behavior = PhysicsBehavior ModuleTag_06
Mass = 1
End
Behavior = MissileAIUpdate ModuleTag_07
TryToFollowTarget = Yes
FuelLifetime = 18000
InitialVelocity = 50 ; in dist/sec
IgnitionDelay = 0
DistanceToTravelBeforeTurning = 80
DistanceToTargetBeforeDiving = 300
DistanceToTargetForLock = 10
IgnitionFX = FX_BuggyMissileIgnition
End
Locomotor = SET_NORMAL WartHog_AntiTankMissileLocomotor
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
Locomotors
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Locomotor WartHog_AntiTankMissileLocomotor
Surfaces = AIR
Speed = 900 ; in dist/sec
MinSpeed = 175 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 50 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 115
AirborneTargetingHeight = 30
PreferredHeightDamping = 0.7
End
Locomotor A10Thunderbolt2Locomotor
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 = 175
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = -1200 ; 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
Weapons
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;------------------------------------------------------------------------------
Weapon A10_Anti_Tank_Missile
PrimaryDamage = 600.0
PrimaryDamageRadius = 0.0
SecondaryDamage = 150.0
SecondaryDamageRadius = 35.0
AttackRange = 1200.0
MinimumAttackRange = 500.0
DamageType = EXPLOSION
DeathType = EXPLODED
WeaponSpeed = 4500
ProjectileDetonationFX = FX_A10ThunderboltMissileExplosion
ProjectileObject = WartHog_AntiTankMissile
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 8000
ClipSize = 8
ClipReloadTime = 30000
AutoReloadsClip = RETURN_TO_BASE
FireSound = HumveeWeaponTOW
ProjectileDetonationFX = WeaponFX_RocketBuggyMissileDetonation
ProjectileCollidesWith = STRUCTURES
AntiGround = Yes
ShowsAmmoPips = Yes
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
End
NEW edit of GAU_8 Weapon
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;------------------------------------------------------------------------------
; - - - Custom Weapons - - -
;------------------------------------------------------------------------------
Weapon GAU_8
PrimaryDamage = 30.0
PrimaryDamageRadius = 3.0
AttackRange = 1200.0
MinimumAttackRange = 500.0
ScatterRadius = 25
DamageType = ARMOR_PIERCING
DeathType = NORMAL
WeaponSpeed = 999.0
ProjectileObject = SpectreHowitzerShell2
FireFX = WeaponFX_GenericTankGunNoTracer
VeterancyFireFX = HEROIC WeaponFX_GenericTankGunNoTracer
ProjectileDetonationFX = FX_SpectreHowitzerExplosion
FireSound = TechnicalWeapon
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 0.0016
ClipSize = 240
ClipReloadTime = 30000
AutoReloadsClip = RETURN_TO_BASE
AntiGround = Yes
WeaponBonus = DRONE_SPOTTING RATE_OF_FIRE 200%
WeaponBonus = DRONE_SPOTTING RANGE 200%
End
Edit added in the command button as well to be able to build this
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CommandButton Command_ConstructAmericaJetA10_THunderBolt_II
Command = UNIT_BUILD
Object = AmericaJetA10_THunderBolt_II
TextLabel = CONTROLBAR:ConstructAmericaJetRaptor
ButtonImage = SAWarthog
ButtonBorderType = BUILD ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:ToolTipUSABuildRaptor
End
Edited by user
9 years ago |
Reason: updated Post with updated Edits