Object object SelectPortrait = SSSpySat ButtonImage = SSSpySat Draw = W3DModelDraw ModuleTag_01 ExtraPublicBone = WeaponA ExtraPublicBone = WeaponB DefaultConditionState Model = model WeaponLaunchBone = PRIMARY WeaponA WeaponLaunchBone = SECONDARY WeaponB ParticleSysBone = FXBONE01 Cloud ParticleSysBone = FXBONE02 Cloud End OkToChangeModelColor = Yes End ; ***DESIGN parameters *** DisplayName = OBJECT:something EditorSorting = VEHICLE Side = Zombie TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 200.0 ShroudClearingRange = 400 WeaponSet Conditions = None Weapon = PRIMARY Missilesdoom Weapon = SECONDARY Missilesdoom End ArmorSet Conditions = None Armor = ArmorSmall DamageFX = DamageFXSmall End BuildCost = 1111 BuildTime = 20 ExperienceValue = 75 75 125 175 ;Experience point value at each level ExperienceRequired = 0 100 200 400 ;Experience points needed to gain each level IsTrainable = Yes ;Can gain experience CrusherLevel = 1 CrushableLevel = 2 CommandSet = AmericaJetRaptorCommandSet ; *** AUDIO Parameters *** SoundAmbient = B52AmbientLoop ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 640.0 InitialHealth = 640.0 End Behavior = AIUpdateInterface ModuleTag_03 AutoAcquireEnemiesWhenIdle = Yes End Behavior = JetSlowDeathBehavior ModuleTag_05 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999 RollRate = 0.2 RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta PitchRate = -35.0 FallHowFast = 110.0% 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 End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = JetAIUpdate ModuleTag_09 OutOfAmmoDamagePerSecond = 0% TakeoffDistForMaxLift = 0% TakeoffPause = 500 MinHeight = 5 End Locomotor = SET_NORMAL Locomotor 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
Locomotor Locomotor Surfaces = AIR Speed = 200 SpeedDamaged = 200 MinSpeed = 160 ; in dist/sec TurnRate = 110 ; in degrees/sec TurnRateDamaged = 110 ; in degrees/sec Acceleration = 110 ; in dist/(sec^2) AccelerationDamaged = 110 ; in dist/(sec^2) Lift = 80 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 100 ; in dist/(sec^2) MinTurnSpeed = 150 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 50 ; 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 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 1 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 1 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 1 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 1 ; 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 = 0.5 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End
Weapon Missilesdoom PrimaryDamage = 33.3 PrimaryDamageRadius = 25.0 ScatterRadiusVsInfantry = 15.0 AttackRange = 450.0 MinimumAttackRange = 33.0 AcceptableAimDelta = 30 DamageType = EXPLOSION DeathType = EXPLODED WeaponSpeed = 1000 ProjectileObject = Missiles ProjectileExhaust = MissileExhaust FireFX = None FireSound = RaptorJetMissileWeapon ProjectileDetonationFX = FX_AuroraBombDetonate RadiusDamageAffects = ALLIES ENEMIES NEUTRALS NOT_SIMILAR ScatterRadius = 350 ;yes! DelayBetweenShots = 100 ClipSize = 6 ; ! ClipReloadTime = 2000 AutoReloadsClip = Yes ProjectileCollidesWith = STRUCTURES AntiAirborneVehicle = Yes AntiAirborneInfantry = No ShowsAmmoPips = No End
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