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Old 02-13-2004, 09:52 AM   #4 (permalink)
2312222
Senior Member
 
Join Date: Jul 2003
Location: Germany
Posts: 303
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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
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