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Old 05-31-2004, 10:42 AM   #6 (permalink)
Teckniel
Junior Member
 
Join Date: May 2004
Posts: 4
Default

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?
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