hmmm.... try this
;------------------------------------------------------------------------------
Object AmericaVehicleBlackHawk
; *** ART Parameters ***
SelectPortrait = SAChinook_L
ButtonImage = SAChinook
;UpgradeCameo1 = Upgrade_AmericaAdvancedTraining
;UpgradeCameo2 = NONE
;UpgradeCameo3 = NONE
;UpgradeCameo4 = NONE
;UpgradeCameo5 = NONE
Draw = W3DModelDraw ModuleTag_01 ; Helicopter
ExtraPublicBone = RopeStart
ExtraPublicBone = RopeEnd
DefaultConditionState
Model = AVBLACKHAWK
Turret = TURRET01
WeaponFireFXBone = PRIMARY MUZZLEFX
WeaponLaunchBone = PRIMARY MUZZLE
Animation = AVBLACKHAWK.AVBLACKHAWK
AnimationMode = LOOP
AnimationSpeedFactorRange = .98 .98
End
ConditionState = REALLYDAMAGED
Model = AVBLACKHAWK
Turret = TURRET01
WeaponFireFXBone = PRIMARY MUZZLEFX
WeaponLaunchBone = PRIMARY MUZZLE
Animation = AVBLACKHAWK.AVBLACKHAWK
AnimationMode = LOOP
AnimationSpeedFactorRange = .98 .98
End
ConditionState = RUBBLE
Model = AVBLACKHAWK
Turret = TURRET01
WeaponFireFXBone = PRIMARY MUZZLEFX
WeaponLaunchBone = PRIMARY MUZZLE
Animation = AVBlackHawk.AVBlackHawk
AnimationMode = LOOP
AnimationSpeedFactorRange = .98 .98
End
;ConditionState = RUBBLE SPECIAL_DAMAGED
; Model = AVBlackHawk
; HideSubObject = Props01
; HideSubObject = Props02
;End
OkToChangeModelColor = Yes
End
; Draw = W3DModelDraw ModuleTag_02 ; Cargo net
; ConditionState = NONE
; Model = None ; Nothing here
; TransitionKey = TRANS_Empty
; WaitForStateToFinishIfPossible = TRANS_Unloading
; End
; ConditionState = DYING
; Model = None ; Nothing here
; End
; AliasConditionState = RUBBLE
; AliasConditionState = CARRYING RUBBLE
; AliasConditionState = DOCKING RUBBLE
; AliasConditionState = DOCKING CARRYING RUBBLE
; ConditionState = CARRYING
; Model = AVChinook_A
; Animation = AVChinook_A.AVChinook_A
; AnimationMode = LOOP
; TransitionKey = TRANS_Full
; WaitForStateToFinishIfPossible = TRANS_PickingUp
; End
; ConditionState = DOCKING
; Model = AVChinook_A1MSH
; Animation = AVChinook_A1SK.AVChinook_A1
; AnimationMode = ONCE_BACKWARDS
; Flags = START_FRAME_LAST
; AnimationSpeedFactorRange = .75 .75
; TransitionKey = TRANS_PickingUp
; WaitForStateToFinishIfPossible = TRANS_Unloading
; End
; ConditionState = DOCKING CARRYING
; Model = AVChinook_A1MSH
; Animation = AVChinook_A1SK.AVChinook_A1
; AnimationMode = ONCE
; AnimationSpeedFactorRange = 2.75 2.75
; TransitionKey = TRANS_Unloading
; WaitForStateToFinishIfPossible = TRANS_PickingUp
; End
; End
; ***DESIGN parameters ***
DisplayName = OBJECT:Chinook
EditorSorting = VEHICLE
Side = America
TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable)
VisionRange = 300.0
ShroudClearingRange = 600
BuildCost = 1200
BuildTime = 10.0 ;in seconds
Prerequisites
Object = AmericaSupplyCenter
End
ExperienceValue = 50 50 50 50 ;Experience point value at each level
IsTrainable = No
CommandSet = AmericaVehicleChinookCommandSet
WeaponSet
Conditions = None
Weapon = PRIMARY BlackHawkMachineGunWeapon
End
ArmorSet
Conditions = None
Armor = ChinookArmor
DamageFX = None
End
; *** AUDIO Parameters ***
VoiceSelect = ComancheVoiceSelect
VoiceMove = ComancheVoiceMove
VoiceGuard = ComancheVoiceMove
VoiceAttack = ComancheVoiceAttack
SoundAmbient = ComancheAmbientLoop
SoundAmbientRubble = NoSound
;; SoundDie = ComancheVoiceFalling
UnitSpecificSounds
; These have the syntax of SomeNameSomewhereInCode = SomeNameSomewhereInLookupINIs
VoiceCreate = ComancheVoiceCreate
SoundEject = PilotSoundEject
VoiceEject = PilotVoiceEject
Afterburner = RaptorAfterburner
VoiceGarrison = ComancheVoiceMove
TurretMoveStart = NoSound
TurretMoveLoop = NoSound
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
; note that, although Chinooks aren't produced at helipads, we want to set this KINDOF so that they can land at
; (well, "near" actually) an Airfield to get healed...
; also note that we should NOT set CAN_ATTACK for chinooks. they can't attack. so there.
KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT TRANSPORT PRODUCED_AT_HELIPAD
Body = ActiveBody ModuleTag_03
MaxHealth = 300.0
InitialHealth = 300.0
End
Behavior = FXListDie ModuleTag_05
DeathFX = FX_HelicopterStartDeath
End
Behavior = TransitionDamageFX ModuleTag_06
ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes PSys:SmokeSmallContinuousDown
ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_ComancheDamageTransition
End
Behavior = ChinookAIUpdate ModuleTag_07
; MaxBoxes = 8
; SupplyCenterActionDelay = 3000 ; ms for whole thing (one transaction)
; SupplyWarehouseActionDelay = 1250 ; 875 ; ms per box (many small transactions)
; SupplyWarehouseScanDistance = 700 ;350 ; Max distance to look for a warehouse, or we go home
; SuppliesDepletedVoice = ChinookVoiceSuppliesDepleted
NumRopes = 4
; these define how long we can wait, once a guy is on-rope, before throwing another
; guy onto that same rope. (Hint: you don't want to use zero.) Omit entirely
; and we'll wait for each guy to clear before spawning another.
PerRopeDelayMin = 900
PerRopeDelayMax = 1500
RopeWidth = 0.4
RopeColor = R:0 G:0 B:0
RopeWobbleLen = 10
RopeWobbleAmplitude = 0.25
RopeWobbleRate = 180
RopeFinalHeight = 1 ; stop this far above ground
RappelSpeed = 30
MinDropHeight = 40 ; if dropping into a tall bldg, go at least this far above it
End
Locomotor = SET_NORMAL ChinookLocomotor
Locomotor = SET_TAXIING BasicHelicopterTaxiLocomotor
Behavior = TransportContain ModuleTag_08
Slots = 8
DamagePercentToUnits = 100%
AllowInsideKindOf = INFANTRY
ForbidInsideKindOf = AIRCRAFT HUGE_VEHICLE VEHICLE
ExitDelay = 100
NumberOfExitPaths = 1
End
Behavior = PhysicsBehavior ModuleTag_09
Mass = 50.0
End
Behavior = HelicopterSlowDeathBehavior ModuleTag_10
DestructionDelay = 99999999 ; the destruction delay
SpiralOrbitTurnRate = 145.0 ; in degrees per second, bigger # = tighter spiral
SpiralOrbitForwardSpeed = 304.0 ; bigger # = larger spiral
SpiralOrbitForwardSpeedDamping = .9999 ; smaller #'s = slow down faster
MaxBraking = 200 ; max braking we can use during death spiral (lower num = wilder spiral)
SoundDeathLoop = ComancheDamagedLoop
MinSelfSpin = 100 ; in degrees per second
MaxSelfSpin = 300 ; in degrees per second
SelfSpinUpdateDelay = 100 ; in milliseconds
SelfSpinUpdateAmount = 10 ; in degrees
FallHowFast = 14.0% ; fraction of gravity, lower = take longer to fall
MinBladeFlyOffDelay = 1500 ; in milliseconds
MaxBladeFlyOffDelay = 1500 ; in milliseconds
AttachParticle = SootySmokeTrail
AttachParticleBone = Propeller02
BladeObjectName = ComancheBlades
BladeBoneName = Propeller01
FXBlade = FX_HelicopterBladeExplosion
OCLBlade = OCL_HelicopterBladeExplosion
FXHitGround = FX_HelicopterHitGround
OCLHitGround = OCL_HelicopterHitGround
FXFinalBlowUp = FX_GroundedHelicopterBlowUp
OCLFinalBlowUp = OCL_GroundedHelicopterBlowUp
DelayFromGroundToFinalDeath = 30
FinalRubbleObject = BlackHawkHulk
End
Behavior = FlammableUpdate ModuleTag_21
AflameDuration = 5000 ; If I catch fire, I'll burn for this long...
AflameDamageAmount = 3 ; taking this much damage...
AflameDamageDelay = 500 ; this often.
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 6.0
GeometryHeight = 12.0
GeometryIsSmall = No
Shadow = SHADOW_VOLUME
ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length
End