JetAIUpdate
[this module allows the use of VoiceLowFuel and Afterburner within UnitSpecificSounds section of the object -Requires Kindof = AIRCRAFT]
[And Allows the use of JETEXHAUST JETAFTERBURNER Model conditionstates, this is triggered when its taking off from the runway]
OutOfAmmoDamagePerSecond = [percent] ; Amount of damage to take per SEC (not per frame) when out of ammo
NeedsRunway = [Yes/No] ; Does the aircraft need a runway when it takes off?
KeepsParkingSpaceWhenAirborne = [Yes/No] ; Does the aircraft that took off from that "hanger" keeps it or not?
TakeoffDistForMaxLift = [percent] ; Larger numbers give more lift sooner when taking off
TakeoffPause = [millisecond] ; How long does the aircraft pause for a moment before taking off?
MinHeight = [integer] ; How low can the aircraft go? offsets using the Z axis
ParkingOffset = 😠.0 offsets the plane to the rear, X.0 offsets it foward, X can be any number] ; scooch it a little forward so the tail doesn't hit the doors
SneakyOffsetWhenAttacking = [integer] ; This is how far behind us people aim when we are in attack mode
AttackLocomotorType = [LocomotorSetType] ; what locomotor set are we going to use if we're in attack mode?
AttackLocomotorPersistTime = [real number] ;how long the "attack" locomotor persist after we finished attacking?
AttackersMissPersistTime = [real number] ;how long do we remain unattackable when the attackmode is done?
ReturnToBaseIdleTime = [integer, milliseconds] ; if idle for this long, return to base, even if not out of ammo
ReturnForAmmoLocomotorType = [LocomotorSetType] ; what locomotor set are we going to use if we're going back to re-arm?
LockonTime = [integer, milliseconds] ; how long does the lockon tick sound last?
LockonCursor = [object name] ;what should the "lockon" cursor look like? (use LockonCursor defined in system.ini)
LockonInitialDist = [integer] ; how far does the enemy anti-air required to trigger this
LockonFreq = [real number] ; smaller==longer pulse delay, larger==shorter pulse delay
LockonAngleSpin = [real number] ;how fast to spin the lockon blinker
LockonBlinky = [Yes/No] ; does it blinker?
AutoAcquireEnemiesWhenIdle = [Yes/No NOTWHILEATTACKING/ATTACK_BUILDINGS/STEALTHED]
MoodAttackCheckRate = [integer, milliseconds, default is 2000]
Turret
TurretTurnRate = [integer]
TurretPitchRate = [integer]
NaturalTurretAngle = [integer]
NaturalTurretPitch = [integer]
FirePitch = [integer]
MinPhysicalPitch = [integer, defalt 0 = horizontal]
GroundUnitPitch = [integer, default 0 = horizontal]
TurretFireAngleSweep = [weaponslot][integer]
TurretSweepSpeedModifier = [weaponslot real number]
ControlledWeaponSlots = [weaponslots]
AllowsPitch = [Yes/No]
MinIdleScanAngle = [real number]
MaxIdleScanAngle = [real number]
MinIdleScanInterval = [integer, milliseconds]
MaxIdleScanInterval = [integer, milliseconds]
RecenterTime = [integer,milliseconds]
FiresWhileTurning = [Yes/No]
InitiallyDisabled = [Yes/No]
End
AltTurret
[as above]
End
End