Code:
;***DESIGN parameters ***
DisplayName = OBJECT:SpectreGunship
EditorSorting = VEHICLE
Side = AmericaAirForceGeneral
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 300
Prerequisites
Object = AirF_AmericaAirfield AmericaAirfield
End
ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End
WeaponSet
Conditions = None
Weapon = PRIMARY SpectreHowitzerGun
End
ExperienceValue = 50 100 150 400 ;Experience point value at each level
ExperienceRequired = 0 150 450 900 ;Experience points needed to gain each level
IsTrainable = No ;Not Player built, so no veterancy..............................
;*** AUDIO Parameters ***
VoiceSelect = SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = SpectreGunshipVoiceMove
SoundAmbient = C130AmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
HowitzerFire = SpectreHowitzerWeapon
End
;*** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE
Body = ActiveBody ModuleTag_03
MaxHealth = 1000.0
InitialHealth = 1000.0
End
ExperienceValue = 40 40 40 40 ;Experience point value at each level
Behavior = JetSlowDeathBehavior ModuleTag_04
DestructionDelay = 99999999 ;destruction will happen when we
RollRate = 0.0
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_SpectreGunshipExplosionLight
OCLInitialDeath = None
DelaySecondaryFromInitialDeath = 500 ;in milliseconds
FXSecondary = FX_spectreDeathExplosion
OCLSecondary = None
FXHitGround = FX_spectreGunshipDeathExplosion
OCLHitGround = OCL_A10DeathHitGround
DelayFinalBlowUpFromHitGround = 200 ;in milliseconds
;FXFinalBlowUp = FX_spectreGunshipDeathExplosion
OCLFinalBlowUp = OCL_SpectreDeathFinalBlowUp
End
Behavior = PhysicsBehavior ModuleTag_05
Mass = 500.0
End
;SCRIPTED SUPPORT: These special power is triggered directly
;from the transport without creating a transport. This is done
;via new code support and CreateLocation USE_OWNER_OBJECT --
;which also prevents creating the payload transport.
Behavior = AIUpdateInterface ModuleTag_07
ForbidPlayerCommands = Yes ;this AIUpdate will only do command if from script or AI, not player
End
Locomotor = SET_PANIC BigPlaneLocomotor
Locomotor = SET_NORMAL BigPlaneLocomotor
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = AirF_SuperweaponSpectreGunship
HowitzerWeaponTemplate = SpectreHowitzerGun
GattlingTemplateName = SpectreGunshipGattlingCannon
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 0.7 ;steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 300 ;how long between each attempted shot of howitzer
HowitzerFollowLag = 200 ;how long after gattling acquires target can howitzer shoot same
StrafingIncrement = 20 ;how far apart is each shot of the gattling as it strafes
AttackAreaRadius = 200
OrbitTime = 10000 ;LEVEL1 (less than normal)!!!!
AttackAreaDecal
Texture = SCCSpecTarg
Style = SHADOW_ALPHA_DECAL
OpacityMin = 25%
OpacityMax = 50%
OpacityThrobTime = 1500
Color = R:127 G:177 B:222 A:255
OnlyVisibleToOwningPlayer = Yes
End
TargetingReticleDecal
Texture = SCCSpecRet
Style = SHADOW_ALPHA_DECAL
OpacityMin = 50%
OpacityMax = 100%
OpacityThrobTime = 300
Color = R:127 G:177 B:222 A:255
OnlyVisibleToOwningPlayer = Yes
End
End
Behavior = HelixContain ModuleTag_09
Slots = 1
DamagePercentToUnits = 100%
AllowInsideKindOf = PORTABLE_STRUCTURE
PassengersAllowedToFire = Yes
End
Behavior = FlammableUpdate ModuleTag_08
AflameDuration = 5000 ;If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ;taking this much damage...
AflameDamageDelay = 500 ;this often.
End
Behavior = ArmorUpgrade ModuleTag_Armor01
TriggeredBy = Upgrade_AmericaCountermeasures
End
Behavior = CountermeasuresBehavior ModuleTag_11
TriggeredBy = Upgrade_AmericaCountermeasures
FlareTemplateName = CountermeasureFlare
FlareBoneBaseName = Flare ;Name of the base flare bone (Flare01, Flare02, Flare03)
VolleySize = 6 ;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 = 2.0 ;Shoots out flares at a stronger velocity with a higher value.
DelayBetweenVolleys = 1000 ;Time between flare volleys
NumberOfVolleys = 5 ;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 = 50% ;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
Geometry = Box
GeometryIsSmall = No
GeometryMajorRadius = 40.0
GeometryMinorRadius = 10.0
GeometryHeight = 10.0
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ;minimum elevation angle above horizon. Used to limit shadow length
End
is it this code i need?