- CommandSet.ini -
I realize there's no support code for the GLAWorker commandset switch. I'll add that when I get it otherwise building and attacking fine.
Also Comanches can attack air units in my mod, which explains the GuardFlyingUnitsOnly.
CommandSet AirF_AmericaAirDozerCommandSetOne
1 = Command_AmericaVehicleComancheFireRocketPods
2 = AirF_Command_ConstructAmericaPowerPlant
3 = AirF_Command_ConstructAmericaStrategyCenter
4 = AirF_Command_ConstructAmericaBarracks
5 = AirF_Command_ConstructAmericaSupplyDropZone
6 = AirF_Command_ConstructAmericaSupplyCenter
7 = AirF_Command_ConstructAmericaWarFactory
8 = AirF_Command_ConstructAmericaAirfield
10 = Command_Stop
11 = Command_AttackMove
12 = Command_GuardFlyingUnitsOnly
13 = Command_Guard
14 = Command_UpgradeGLAWorkerFakeCommandSet
End
CommandSet AirF_AmericaAirDozerCommandSetTwo
2 = AirF_Command_ConstructAmericaParticleCannonUplink
3 = AirF_Command_ConstructAmericaPatriotBattery
4 = AirF_Command_ConstructAmericaFireBase
5 = AirF_Command_ConstructAmericaCommandCenter
10 = Command_Stop
11 = Command_AttackMove
12 = Command_GuardFlyingUnitsOnly
13 = Command_Guard
14 = Command_UpgradeGLAWorkerRealCommandSet
End
- Weapon.ini -
;AIR DOZER aka AIRGINEER VERSIONS
;Deals half the damage of the Comanche
Weapon DozerComanche20mmCannonWeapon
PrimaryDamage = 3.0
PrimaryDamageRadius = 1.0 ; 0 primary radius means "hits only intended victim"
AttackRange = 200.0
MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting
DamageType = COMANCHE_VULCAN ;used only for this weapon so stinger sites don't lose their guys but otherwise acts just like Small_Arms
DeathType = NORMAL
WeaponSpeed = 999999.0 ; dist/sec (huge value == effectively instant)
ProjectileObject = NONE
FireSound = RedGuardWeapon
FireFX = WeaponFX_Comanche20mmCannonFire
VeterancyFireFX = HEROIC WeaponFX_HeroicComanche20mmCannonFire
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 100 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AntiAirborneVehicle = Yes ;No
AntiAirborneInfantry = Yes
End
;------------------------------------------------------------------------------
Weapon DozerComancheAntiTankMissileWeapon
PrimaryDamage = 25
PrimaryDamageRadius = 5.0
SecondaryDamage = 30.0
SecondaryDamageRadius = 25.0
ScatterRadiusVsInfantry = 20.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 200.0
MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting
DamageType = JET_MISSILES ;not so good against base defenses and some other units.
DeathType = EXPLODED
WeaponSpeed = 99999
ProjectileObject = ComancheAntiTankMissile
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 500 ; time between shots, msec
ClipSize = 4 ; how many shots in a Clip (0 == infinite)
AutoReloadsClip = Yes
ClipReloadTime = 15000 ; how long to reload a Clip, msec
AutoReloadWhenIdle = 15100 ; If I haven't fired in this long, I will reload on my own (rather than only after the last one is fired)
FireSound = StingerMissileWeapon
FireFX = None
ProjectileDetonationFX = WeaponFX_ComancheAntiTankMissileDetonation
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = Yes ;No
AntiAirborneInfantry = No
ShowsAmmoPips = Yes
End
;------------------------------------------------------------------------------
Weapon DozerComancheRocketPodWeapon
PrimaryDamage = 15.0
PrimaryDamageRadius = 5.0
SecondaryDamage = 10.0
SecondaryDamageRadius = 40.0
ScatterRadius = 0;changed to zero, unless you want to soften the results of the table below
; @todo srj -- need better targets; these are copied from Scud Storm
; Instead of a purely random scatter distance, this will divide a clip evenly and randomly at these spots
; These specific points are an even distribution simulating a 150 ScatterRadius.
; With fewer entries than ClipSize, the extra will hit 0,0 as normal shots
; With extra entries, 9 of 12 could be used eg, and then you'd get a different nine next clip.
ScatterTargetScalar = 50; replaces the ScatterRadius, above, for scaling this table, below
ScatterTarget = X: 0.000 Y: 0.133
ScatterTarget = X: 0.133 Y:-0.200
ScatterTarget = X:-0.067 Y: 0.667
ScatterTarget = X: 0.300 Y: 0.300
ScatterTarget = X: 0.767 Y: 0.000
ScatterTarget = X: 0.500 Y:-0.567
ScatterTarget = X:-0.333 Y:-0.800
ScatterTarget = X:-0.600 Y:-0.1333
ScatterTarget = X:-0.567 Y: 0.433
ScatterTarget = X: 0.000 Y: 0.133
ScatterTarget = X: 0.133 Y:-0.200
ScatterTarget = X:-0.067 Y: 0.667
ScatterTarget = X: 0.300 Y: 0.300
ScatterTarget = X: 0.767 Y: 0.000
ScatterTarget = X: 0.500 Y:-0.567
ScatterTarget = X:-0.333 Y:-0.800
ScatterTarget = X:-0.600 Y:-0.1333
ScatterTarget = X:-0.567 Y: 0.433
ScatterTarget = X: 0.000 Y: 0.133
ScatterTarget = X: 0.133 Y:-0.200
ScatterRadiusVsInfantry = 0.0 ;When this weapon is used against infantry, it can randomly miss by as much as this distance.
AttackRange = 200.0
MinimumAttackRange = 0.0 ;100.0 ; this is to allow for a little "lead" for the helicopter targeting
DamageType = EXPLOSION
DeathType = EXPLODED
;WeaponSpeed = 99999
ProjectileObject = ComancheRocketPodRocket
ProjectileExhaust = MissileExhaust
VeterancyProjectileExhaust = HEROIC HeroicComancheMissileExhaust
RadiusDamageAffects = ALLIES ENEMIES NEUTRALS
DelayBetweenShots = 200 ; time between shots, msec
ClipSize = 20 ; how many shots in a Clip (0 == infinite)
AutoReloadsClip = Yes
ClipReloadTime = 30000 ; how long to reload a Clip, msec
FireSound = StingerMissileWeapon
FireFX = None
ProjectileDetonationFX = WeaponFX_ComancheRocketPodRocketDetonation
ProjectileCollidesWith = STRUCTURES
AntiAirborneVehicle = No
AntiAirborneInfantry = No
WeaponBonus = PLAYER_UPGRADE DAMAGE 125%
End
;------------------------------------------------------------------------------
- Voice.ini -
;Placeholder for the Airgineer
;Crush sounds and mine clearing sounds
AudioEvent DozerUSAVoiceAttack
Sounds = vdoucla vdouclc vdoucld vdoucra vdoucrb vdoucrc
Control = random
Volume = 90
Type = ui voice player
End