Code:
***DESIGN parameters ***
DisplayName = OBJECT:Raptor
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 180.0
ShroudClearingRange = 400
Prerequisites
Object = AmericaAirfield
End
WeaponSet
Conditions = None
Weapon = PRIMARY AuroraBombWeapon
End
WeaponSet
Conditions = PLAYER_UPGRADE
Weapon = PRIMARY RaptorJetLaserGuidedMissileWeapon
End
ArmorSet
Conditions = None
Armor = AirplaneArmor
DamageFX = None
End
BuildCost = 10
BuildTime = 1
ExperienceValue = 50 50 100 150 ;Experience point value at each level
ExperienceRequired = 0 100 200 400 ;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 = AmericaJetRaptorCommandSet
I wonder if its possible to have two types of weapons, one for air only and one for ground only, or make them both for ground.
Code:
;------------------------------------------------------------------------------
Object AuroraBomb
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
DefaultConditionState
Model = EXCarptBmb
End
End
; ***DESIGN parameters ***
Side = America
EditorSorting = SYSTEM
ArmorSet
Conditions = None
Armor = ProjectileArmor
DamageFX = None
End
VisionRange = 0.0
; *** AUDIO Parameters ***
; *** ENGINEERING Parameters ***
KindOf = PROJECTILE
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = PhysicsBehavior ModuleTag_03
Mass = 75.0
AerodynamicFriction = 2 ; this is now friction-per-sec
ForwardFriction = 2 ; this is now friction-per-sec
CenterOfMassOffset = 2 ; Default of 0 means nothing tips as it falls. Positive tips forward, negative tips back
End
; it may seem odd to have a "bomb" with a Locomotor, especially a Thrust locomotor,
; but there's a good reason: the Aurora moves so freakin' fast that it's really
; hard to (1) find a reliable drop location, and (2) actually get it close enough to
; that location. So we cheat: just get fairly close, then let the "bomb" do a little (subtle)
; navigation on the way down. This works pretty well and actually looks much better
; than you might think. (srj)
Behavior = MissileAIUpdate ModuleTag_04
TryToFollowTarget = No
FuelLifetime = 0
IgnitionDelay = 0
InitialVelocity = 0 ; in dist/sec
DistanceToTravelBeforeTurning = 0
DistanceToTargetBeforeDiving = 0
End
Locomotor = SET_NORMAL AuroraBombLocomotor ; yes, that's right.
Geometry = Sphere
GeometryIsSmall = Yes
GeometryMajorRadius = 2.0
End
If this is made, then i guess changing the bomb, so it drops napalm wont be a big prob.
As you can see, i only changed that one line at the raptor, so it changes primary weapon to aurora bomb, but then it doesnt work.