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?