
Originally Posted by
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
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