Posted by: GreyW00lf - Friday, September 9, 2016 7:21:43 PM
Object AmericaJetA10_THunderBolt_II
; *** ART Parameters ***
SelectPortrait = SAWarthog_L
ButtonImage = SAWarthog
UpgradeCameo1 = Upgrade_AmericaLaserMissiles
UpgradeCameo2 = Upgrade_AmericaAdvancedTraining
UpgradeCameo3 = Upgrade_AmericaCountermeasures
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = Yes
DefaultConditionState
Model = AVWarthog
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
ConditionState = REALLYDAMAGED
Model = AVWarthog_D
WeaponMuzzleFlash = PRIMARY MuzzleFX01
WeaponFireFXBone = PRIMARY Muzzle01
End
AliasConditionState = RUBBLE
ParticlesAttachedToAnimatedBones = Yes
End
; ***DESIGN parameters ***
DisplayName = OBJECT:A10Thunderbolt
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 400.0
ShroudClearingRange = 285
Scale = 0.9
Prerequisites
Object = AmericaAirfield
; Object = AmericaStrategyCenter
End
WeaponSet
Conditions = None
; -----
Weapon = PRIMARY GAU_8
PreferredAgainst = PRIMARY VEHICLE
; -----
Weapon = SECONDARY A10_Anti_Tank_Missile
PreferredAgainst = SECONDARY INFANTRY VEHICLE STRUCTURE
; -----
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresAirplaneArmor
DamageFX = None
End
BuildCost = 750
BuildTime = 45
ExperienceValue = 50 50 75 100 ;Experience point value at each level
ExperienceRequired = 0 200 400 800 ;Experience points needed to gain each level
IsTrainable = Yes ;Can gain experience
CrusherLevel = 1 ;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles
CrushableLevel = 2 ;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles
CommandSet = GenericCommandSet
MaxSimultaneousOfType = 2
; *** AUDIO Parameters ***
VoiceSelect = RaptorVoiceSelect
VoiceMove = RaptorVoiceMove
VoiceAttack = RaptorVoiceAttack
VoiceAttackAir = RaptorVoiceAttackAir
VoiceGuard = RaptorVoiceAirPatrol
SoundAmbient = A10ThunderboltAmbientLoop
SoundAmbientRubble = NoSound
; SoundMoveLoop = RaptorAmbientLoop ; don't want sound while sitting at airfield
; SoundAmbient = NoSound
UnitSpecificSounds
VoiceCreate = RaptorVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceLowFuel = RaptorVoiceLowFuel
VoiceGarrison = RaptorVoiceMove
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT
Body = ActiveBody ModuleTag_02
MaxHealth = 360.0
InitialHealth = 360.0
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = VeterancyGainCreate ModuleTag_03
StartingLevel = VETERAN
ScienceRequired = SCIENCE_A10ThunderboltMissileStrike1
End
Behavior = CountermeasuresBehavior ModuleTag_04
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ; Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 2 ; Number of flares launched per volley (requires bones)
VolleyArcAngle = 90.0 ; Max angle of flare relative to forward direction (with VolleySize of 1, flare will always goes straight back).
VolleyVelocityFactor = 1.0 ; Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ; Time between flare volleys
NumberOfVolleys = 9 ; Number of times the volleys will fire before reloading
ReloadTime = 0 ; After all volleys launched, then reloading must occur. If 0, then reloading occurs at airstrip only.
EvasionRate = 75% ; With active flares, the specified percentage will be diverted.
ReactionLaunchLatency = 0 ; Reaction between getting shot at and the firing of the first volley of countermeasures.
MissileDecoyDelay = 200 ; A reported missile that has been determined to hit a decoy will wait this long before acquiring countermeasures.
End
Behavior = ExperienceScalarUpgrade ModuleTag_05
TriggeredBy = Upgrade_AmericaAdvancedTraining
AddXPScalar = 0.5 ;Increases experience gained by an additional 100%
End
Behavior = JetSlowDeathBehavior ModuleTag_06
FXOnGroundDeath = FX_JetOnGroundDeath
OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp
DestructionDelay = 99999999; destruction will happen when we
RollRate = 0.2
RollRateDelta = 100% ;each frame, rollrate = rollrate * rollrateDelta
PitchRate = 0.0
FallHowFast = 110.0% ;Bigger is faster (can be over 100%,it's a fraction of gravity)
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
; DeathLoopSound = MICAL NEEDS TO MAKE ME
End
Behavior = EjectPilotDie ModuleTag_07
ExemptStatus = HIJACKED
GroundCreationList = OCL_EjectPilotOnGround
AirCreationList = OCL_EjectPilotViaParachute
VeterancyLevels = ALL -REGULAR ;only vet+ gives pilot
End
Behavior = PhysicsBehavior ModuleTag_08
Mass = 500.0
End
Behavior = TransitionDamageFX ModuleTag_09
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition
End
Behavior = StealthUpdate ModuleTag_10
StealthDelay = 15000 ; msec
StealthForbiddenConditions = FIRING_PRIMARY FIRING_SECONDARY
; not currently used... but maybe someday? (srj)
;RevealDistanceFromTarget = 600.0f
FriendlyOpacityMin = 50.0%
FriendlyOpacityMax = 75.0%
InnateStealth = Yes
OrderIdleEnemiesToAttackMeUponReveal = No
End
Behavior = JetAIUpdate ModuleTag_11
OutOfAmmoDamagePerSecond = 10% ; amount of damage to take per SEC (not per frame) when out of ammo
; note that it's expressed as a percent of max health, not an absolute
TakeoffDistForMaxLift = 0% ; larger numbers give more lift sooner when taking off
TakeoffPause = 3000
MinHeight = 5
ParkingOffset = 3 ; scooch it a little forward so the tail doesn't hit the doors
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL A10Thunderbolt2Locomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
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
Posted by: CommieDog - Tuesday, September 20, 2016 2:22:59 AM
Cool, I've seen more than one person request something like this over the years.
But why is the A-10 stealth?
Posted by: GreyW00lf - Tuesday, September 20, 2016 8:10:21 PM
[quote=CommieDog;141091]
But why is the A-10 stealth?[/quote]
The stealth is there to mimic how real A-10's seem to appear out of nowhere and kill a tank, structure, etc. etc, and also in my private mod Basic Rifle Infantry have more 50% more range and can shoot at Aircraft.
Edit #1
This A-10 are slower then all other aircraft and can sometimes be Shot down pretty quick if it wasn't for the counter-measure Flares and stealth. And so I have put a longer Delay on the stealth since I have posted this edit
Edit #2
I wish I could find a way to make it so that the stealth never comes back on after the A-10 fires either Primary or Secondary Weapons and it has to regain it's stealth at Airfield.
Edit #3
I have updated the First post with the newer Edits of the A-10 and it's primary Weapon (GAU-8)
Posted by: CommieDog - Wednesday, September 21, 2016 1:44:30 AM
[quote=GreyW00lf;141105]The stealth is there to mimic how real A-10's seem to appear out of nowhere and kill a tank, structure, etc. etc, and also in my private mod Basic Rifle Infantry have more 50% more range and can shoot at Aircraft.[/quote]
Ah, I see. That's probably because the A-10 generally flies low to the ground and can be hard to see coming with ground-based radar.
But if you want to go that route and still have some balance, perhaps you could give other aircraft the ability to detect the A-10.
Posted by: Zatsupachi - Wednesday, September 21, 2016 1:00:54 PM
[quote=CommieDog;141091]
But why is the A-10 stealth?[/quote]
Kek.
I fix this by having it travel in supersonic(without exactly setting a new locomotor, the supersonic locomotor is the same as the one it already has)...
Posted by: GreyW00lf - Wednesday, September 21, 2016 1:34:27 PM
[quote=CommieDog;141107]
Ah, I see. That's probably because the A-10 generally flies low to the ground and can be hard to see coming with ground-based radar.
But if you want to go that route and still have some balance, perhaps you could give other aircraft the ability to detect the A-10.[/quote]
Indeed that is true on all accounts. I did post the updated edits that I made into the First post with Longer Delay on the stealth from 3 (or so) secs to 15 secs and more Scatter from 12.5 to 25 on the primary Weapon.
This A-10 is set-up to be a Ground attacker with no anti air ability. Also in my Test that I did After I posted the new edits this A-10 gets ripped apart by China's Gatling turret if there is more then 1 turret (2 is all that's needed it seems), I bumped the A-10 build limit to 4 from 2 and it was still getting ripped apart I'd lose 2 out of the four.
[quote=Zatsupachi;141114]
Kek.
I fix this by having it travel in supersonic(without exactly setting a new locomotor, the supersonic locomotor is the same as the one it already has)...[/quote]
This A-10 was meant to have a few strengths and weakness's, being Slow is one of it's weakness's, long stealth delay and on other side of the coin (strength wise) is the insane amount (240) of Primary ammo it carries and Secondary (8) Anti-Tank (& Structures) Missiles
The primary weapon Ammo 240 amount is offset by the high Rate of fire set at 0.0016 and it's scatter set at 25.
The Secondary Weapon has 8 missiles that fly like mini cruise missiles to their target meaning they are flying at the same height as the plane that fired them then once near target, it dives down in a top down attack.
Posted by: Zatsupachi - Wednesday, September 21, 2016 6:00:16 PM
Mayhaps you've not seen how supersonic works in this game?
If you look at the aurora, it's actually untargetable when attacking hence why even instant weapons couldn't hit them.
As far as I know, you can set the supersonic and sluggish locomotor to be whatever(they can all be the same locomotor) so long as it has it. It becomes vulnerable once it empties out a weapon.
You can make it tanky if you want it to resist Gatling fire. Or right out give it Tank Armor.(Unless you are happy with it getting ripped apart by gatlings).
Posted by: GreyW00lf - Wednesday, September 21, 2016 7:55:51 PM
[quote=Zatsupachi;141117]Mayhaps you've not seen how supersonic works in this game?
If you look at the aurora, it's actually untargetable when attacking hence why even instant weapons couldn't hit them.
As far as I know, you can set the supersonic and sluggish locomotor to be whatever(they can all be the same locomotor) so long as it has it. It becomes vulnerable once it empties out a weapon.
You can make it tanky if you want it to resist Gatling fire. Or right out give it Tank Armor.(Unless you are happy with it getting ripped apart by gatlings). [/quote]
well I didn't know that, I learnt something new today thanks
edit #1
so I Could remove the stealth? if i used this setup?
Posted by: Zatsupachi - Wednesday, September 21, 2016 9:10:41 PM
Yes. You can remove stealth.
Posted by: Macca2016 - Sunday, October 9, 2016 9:28:59 AM
I hope you use a good sample on just how that A-10 sounds when it hits it's targets. I think everyone who loves A-10's know what I am talking about. What could be cool as well would be if another unit of the A-10 be made where it drops napalm in a long line.
Posted by: sgtmyers1988 - Saturday, October 15, 2016 10:24:08 PM
In my TDR mod I had played around with the A-10 and made it a playable unit too. Its a awesome plane in real life and in-game.
The suggestion to give it Tank armor is good just make sure to lower its HP to keep it from being OP in survivability.
I would agree to keep the ARMOR_PIERCING damage type in the weapon code as it is very lethal to vehicles as it was intended to be IRL. I did the same with my version.
To elaborate with what Zatsupachi said, aircraft can use the following locomotor sets:
[quote]Locomotor = SET_NORMAL StealthJetLocomotor
Locomotor = SET_SUPERSONIC none ;can be whatever as long as it is flying
Locomotor = SET_SLUGGISH none ;can be whatever as long as it is flying
Locomotor = SET_TAXIING BasicJetTaxiLocomotor[/quote]
Posted by: Macca2016 - Tuesday, October 25, 2016 9:13:26 AM
Grey Wolf, is there a link to the mod to add this to the game?