Object AmericaAircraftCarrier
; *** ART Parameters ***
SelectPortrait = SACarrier_L
ButtonImage = SACarrier_L
Draw = W3DModelDraw ModuleTag_01
ReceivesDynamicLights = No
ExtraPublicBone = Runway1Prep1
ExtraPublicBone = Runway1Prep2
ExtraPublicBone = Runway1Prep3
ExtraPublicBone = Runway1Prep4
ExtraPublicBone = Runway1Prep5
ExtraPublicBone = Runway1Prep6
ExtraPublicBone = Runway1Prep7
ExtraPublicBone = Runway1Prep8
ExtraPublicBone = Runway1Prep9
ExtraPublicBone = RunwayStart1
ExtraPublicBone = RunwayEnd1
ExtraPublicBone = RunwayLDEnd1
ExtraPublicBone = RunwayLDStart1
ExtraPublicBone = Runway2Prep1
ExtraPublicBone = Runway2Prep2
ExtraPublicBone = Runway2Prep3
ExtraPublicBone = Runway2Prep4
ExtraPublicBone = Runway2Prep5
ExtraPublicBone = Runway2Prep6
ExtraPublicBone = Runway2Prep7
ExtraPublicBone = Runway2Prep8
ExtraPublicBone = Runway2Prep9
ExtraPublicBone = RunwayStart2
ExtraPublicBone = RunwayEnd2
ExtraPublicBone = RunwayLDEnd2
ExtraPublicBone = RunwayLDStart2
ExtraPublicBone = Taxi1
ExtraPublicBone = Taxi2
ExtraPublicBone = Taxi3
ExtraPublicBone = Taxi4
ExtraPublicBone = Taxi5
ExtraPublicBone = Taxi6
ExtraPublicBone = Hanger1
OkToChangeModelColor = Yes
; day ********************************************
DefaultConditionState
Model = PSAirCarrier
Animation = PSAirCarrier.PSAirCarrier
AnimationMode = LOOP
ParticleSysBone = BOWWAKE AirCarrierWaterRipples
ParticleSysBone = LEFTWAKE AirCarrierWaterRipples
ParticleSysBone = RIGHTWAKE AirCarrierWaterRipples
ParticleSysBone = BOWWAKEL AirCarrierWaterRipples
ParticleSysBone = BOWWAKERB AirCarrierWaterRipples
End
; day moving********************************************
ConditionState = MOVING
Model = PSAirCarrier
Animation = PSAirCarrier.PSAirCarrier
AnimationMode = LOOP
ParticleSysBone = BOWWAKE AirCarrierBowWake
ParticleSysBone = LEFTWAKE AirCarrierSideWake
ParticleSysBone = RIGHTWAKE AirCarrierSideWake
ParticleSysBone = PROPELLERWAKE AirCarrierPropWake
ParticleSysBone = BOWWAKEL AirCarrierWaterWake
ParticleSysBone = BOWWAKERB AirCarrierWaterWakePort
End
; night ******************************************
ConditionState = NIGHT
Model = PSAirCarrier_N
Animation = PSAirCarrier_N.PSAirCarrier_N
AnimationMode = LOOP
End
ConditionState = NIGHT SNOW
Model = PSAirCarrier_NS
Animation = PSAirCarrier_NS.PSAirCarrier_NS
AnimationMode = LOOP
End
End
;Below deck hangar
Draw = W3DModelDraw ModuleTag_02
OkToChangeModelColor = Yes
ReceivesDynamicLights = No
DefaultConditionState
Model = PSAirCarrier_A2
Animation = PSAirCarrier_A2.PSAirCarrier_A2
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_OPENING
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_1_WAITING_OPEN
AnimationMode = ONCE
Flags = START_FRAME_LAST
End
End
;Launch blast blocks
Draw = W3DModelDraw ModuleTag_03
ReceivesDynamicLights = No
DefaultConditionState
Model = PSAirCarrier_A3
Animation = PSAirCarrier_A3.PSAirCarrier_A3
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_2_OPENING
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_2_CLOSING
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
Draw = W3DModelDraw ModuleTag_04
ReceivesDynamicLights = No
DefaultConditionState
Model = PSAirCarrier_A1
Animation = PSAirCarrier_A1.PSAirCarrier_A1
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_3_OPENING
AnimationMode = ONCE
Flags = START_FRAME_FIRST
End
ConditionState = DOOR_3_CLOSING
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_LAST
End
End
PlacementViewAngle = -45
; ***DESIGN parameters ***
DisplayName = OBJECT:AircraftCarrier
Side = America
EditorSorting = STRUCTURE
Prerequisites
;None
End
BuildCost = 0
BuildTime = 30.0 ; in seconds
EnergyProduction = 0
CommandSet = AmericaAircraftCarrierCommandSet
VisionRange = 200.0 ; Shroud clearing distance
ShroudClearingRange = 200
WeaponSet
Conditions = None
Weapon = PRIMARY AircraftCarrierOrderLaunch
End
ArmorSet
Conditions = None
Armor = StructureArmor
DamageFX = StructureDamageFXNoShake
End
ExperienceValue = 150 150 150 150 ; Experience point value at each level
; *** AUDIO Parameters ***
VoiceSelect = AircraftCarrierVoiceSelect
VoiceAttack = AircraftCarrierVoiceAttack
VoiceMove = AircraftCarrierVoiceMove
SoundOnDamaged = BuildingDamagedStateLight
SoundOnReallyDamaged = BuildingDestroy
UnitSpecificSounds
UnderConstruction = UnderConstructionLoop
End
; *** ENGINEERING Parameters ***
RadarPriority = STRUCTURE
KindOf = PRELOAD STRUCTURE SELECTABLE IMMOBILE FS_AIRFIELD AIRCRAFT_CARRIER SCORE CAPTURABLE FS_FACTORY MP_COUNT_FOR_VICTORY CAN_ATTACK
Body = ImmortalBody ModuleTag_10
MaxHealth = 1.0
InitialHealth = 1.0
End
Behavior = FlightDeckBehavior ModuleTag_11
NumRunways = 2
NumSpacesPerRunway = 10
Runway1Spaces = RunwayStart1 Runway1Prep1 Runway1Prep2 Runway1Prep3 Runway1Prep4 Runway1Prep5 Runway1Prep6 Runway1Prep7 Runway1Prep8 Runway1Prep9
Runway1Takeoff = RunwayStart1 RunwayEnd1
Runway1Landing = RunwayLDStart1 RunwayLDEnd1
Runway1Taxi = Taxi2 Taxi3 Taxi4 Taxi6
Runway1Creation = Hanger1 Taxi4 Taxi6
Runway1CatapultSystem = AircraftCarrierCatapultSteamParent
Runway2Spaces = RunwayStart2 Runway2Prep1 Runway2Prep2 Runway2Prep3 Runway2Prep4 Runway2Prep5 Runway2Prep6 Runway2Prep7 Runway2Prep8 Runway2Prep9
Runway2Takeoff = RunwayStart2 RunwayEnd2
Runway2Landing = RunwayLDStart2 RunwayLDEnd2
Runway2Taxi = Taxi1 Taxi3 Taxi5
Runway2Creation = Hanger1 Taxi4
Runway2CatapultSystem = AircraftCarrierCatapultSteamParent
HealAmountPerSecond = 20
ApproachHeight = 50
LandingDeckHeightOffset = 45.0
ParkingCleanupPeriod = 533 ;How often the carrier checks to move planes forward in the queue to fill empty spaces
HumanFollowPeriod = 333 ;Human factor for delay like a traffic jam.. takes time to react when the guy in front moves.
;Template of payload, and how quickly destroyed ones get replaced.
PayloadTemplate = AmericaJetAircraftCarrierRaptor
ReplacementDelay = 4000
DockAnimationDelay = 3000
;How quickly a wave of fighters can be launched.
LaunchWaveDelay = 3000
LaunchRampDelay = 667
LowerRampDelay = 600
CatapultFireDelay = 750
End
Behavior = ProductionUpdate ModuleTag_12
NumDoorAnimations = 1
DoorOpeningTime = 3000 ;matches the dock animation timing.
DoorWaitOpenTime = 33 ;add a single frame to hold the plane because there is a one frame delay before we see the new plane
DoorCloseTime = 0 ;in mSeconds
ConstructionCompleteDuration = 0 ;in mSeconds
End
Behavior = BaseRegenerateUpdate ModuleTag_13
;No data
End
Behavior = DestroyDie ModuleTag_14
;nothing
End
Behavior = CreateObjectDie ModuleTag_15
CreationList = OCL_ABPowerPlantExplode
End
Behavior = FXListDie ModuleTag_17
DeathFX = FX_StructureMediumDeath
End
Behavior = FlammableUpdate ModuleTag_19
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 5 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Behavior = TransitionDamageFX ModuleTag_31
;-------------DESIGNED FOR MEDIUM SIZED FACTION BUILDING TRANSITIONS-------------------
DamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
;---------------------------------------------------------------------------------------
ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionMediumSmoke
ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionMediumExplosion
ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionMediumShockwave
End
Geometry = BOX
GeometryMajorRadius = 112.0
GeometryMinorRadius = 74.0
GeometryHeight = 25.0
GeometryIsSmall = No
FactoryExitWidth = 25
Shadow = SHADOW_VOLUME
BuildCompletion = PLACED_BY_PLAYER
End
Don't look at the light!!!