I believe it's in the one for American Buildings (or all faction buildings, or maybe misc. units/structures)
Originally Posted by: KlingonDragon
AmericaAircraftCarrier is in factionbuilding. For some reason I was fixated on it being a unit.
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FlightDeckBehavior
[requires AIRCRAFT_CARRIER and FS_AIRFIELD Kindof]
NumRunways = [real number]
NumSpacesPerRunway = [real number]
[N takes numbers from 1-2]
RunwayNSpaces = [Names of Bones of the Model]
RunwayNTakeoff = [Names of Bones of the Model]
RunwayNLanding = [Names of Bones of the Model]
RunwayNTaxi = [Names of Bones of the Model]
RunwayNCreation = [Names of Bones of the Model]
RunwayNCatapultSystem = [Entry From Particlesystem.ini]
HealAmountPerSecond = [integer] [How much health do we give the landed aircraft on our deck?]
ApproachHeight = [integer] [What should the minimum height of aircrafts be in order to land?]
LandingDeckHeightOffset = [integer] [How high is the landing deck?]
ParkingCleanupPeriod = [integer] [How often the carrier checks to move planes forward in the queue to fill empty spaces]
HumanFollowPeriod = [integer] [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 = [Object Name] [If theres no defined unit then...no jets for you!]
ReplacementDelay = [integer, milliseconds]
DockAnimationDelay = [integer, milliseconds]
[How quickly a wave of fighters can be launched]
LaunchWaveDelay = [integer, milliseconds]
LaunchRampDelay = [integer, milliseconds]
LowerRampDelay = [integer, milliseconds]
CatapultFireDelay = [integer, milliseconds]
End
Remember to add the kindof to the airfield structure you are using.
And your structure needs this too;
WeaponSet
Conditions = None
Weapon = PRIMARY AircraftCarrierOrderLaunch
End
Weapon.ini entry;
Weapon AircraftCarrierOrderLaunch
PrimaryDamage = 0.00001
PrimaryDamageRadius = 0.0
AttackRange = 1000000.0
DamageType = DEPLOY
DeathType = NORMAL
WeaponSpeed = 0 ; dist/sec
ProjectileObject = NONE
FireFX = None
DelayBetweenShots = 1000 ; time between shots, msec
ClipSize = 0 ; how many shots in a Clip (0 == infinite)
ClipReloadTime = 0 ; how long to reload a Clip, msec
AcceptableAimDelta = 180
End
I was just playing around with the carrier in ZH USA02. While it uses a separate Raptor from the airfield type, I am pretty sure it can use any jet that lands at an airfield too.
The attack command will have it attack until the target is destroyed or order cancelled - I tired blasting a commandcenter with it and it really launched every plane out until the building was gone.
Edited by user
8 years ago |
Reason: Not specified