Hi!
This is a part of the Aurora's ini lines:
Code:
Behavior = JetAIUpdate ModuleTag_07
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
TakeoffSpeedForMaxLift = 100% ; smaller numbers give more lift sooner when taking off
TakeoffPause = 500
MinHeight = 5
SneakyOffsetWhenAttacking = -20.0 ; this is how far behind us people aim when we are in attack mode
AttackLocomotorType = SET_SUPERSONIC
AttackLocomotorPersistTime = 100 ; we start slowing down almost immediately
AttackersMissPersistTime = 2000 ; but remain untargetable fer a bit longer
ReturnForAmmoLocomotorType = SET_SLUGGISH
ReturnToBaseIdleTime = 10000 ; if idle for this long, return to base, even if not out of ammo
End
Locomotor = SET_NORMAL AuroraJetLocomotor
Locomotor = SET_SUPERSONIC AuroraJetSupersonicLocomotor
Locomotor = SET_SLUGGISH AuroraJetSluggishLocomotor
Locomotor = SET_TAXIING BasicJetTaxiLocomotor
As you can see the locomotors are set in the JETAIUpdate Module and later called by "Locomotor =".
Now I searched the Locomotor.ini for these entries and I found these lines:
Code:
;------------------------------------------------------------------------------
Locomotor AuroraJetLocomotor
Surfaces = AIR
Speed = 180 ; in dist/sec
SpeedDamaged = 120 ; in dist/sec
; MinSpeed = 120 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 180 ; in dist/(sec^2)
AccelerationDamaged = 120 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 120 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; 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 = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor AuroraJetSluggishLocomotor
Surfaces = AIR
Speed = 120 ;90 ; in dist/sec
SpeedDamaged = 120 ;60 ; in dist/sec
MinSpeed = 60 ; in dist/sec
TurnRate = 60 ; in degrees/sec
TurnRateDamaged = 60 ; in degrees/sec
Acceleration = 90 ; in dist/(sec^2)
AccelerationDamaged = 60 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
; Braking = 360 ; LOTS of braking, so we can slow from supersonic->sluggish quickly
Braking = 90 ; not much braking, so we go supersonic->sluggish slowly
MinTurnSpeed = 60 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; 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 = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
;------------------------------------------------------------------------------
Locomotor AuroraJetSupersonicLocomotor
Surfaces = AIR
Speed = 480 ; in dist/sec
SpeedDamaged = 240 ; in dist/sec
; MinSpeed = 240 ; in dist/sec
; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj)
MinSpeed = 60 ; in dist/sec
TurnRate = 180 ; in degrees/sec
TurnRateDamaged = 90 ; in degrees/sec
Acceleration = 480 ; in dist/(sec^2)
AccelerationDamaged = 240 ; in dist/(sec^2)
Lift = 120 ; in dist/(sec^2)
LiftDamaged = 80 ; in dist/(sec^2)
Braking = 10 ; in dist/(sec^2)
MinTurnSpeed = 180 ; in dist/sec
PreferredHeight = 100
AllowAirborneMotiveForce = Yes
ZAxisBehavior = SURFACE_RELATIVE_HEIGHT
CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position.
Appearance = WINGS
PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.8 ; 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 = 0.2 ; How much cornering will cause the chassis to roll.
Apply2DFrictionWhenAirborne = Yes
AirborneTargetingHeight = 30
LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly
End
This is everything you need for Attack Locomotors etc.
cya HEXman