Add ECA Units to USA |
Add ECA Units to USA |
10 Mar 2017, 8:42
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#26
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The X General Group: Project Leader Posts: 2166 Joined: 7 June 2009 From: Philippines Member No.: 73 Uniqueness is Overrated |
Thank you zeke! You were right it was the line issue. Where would one find generals.str? !Rotr_English.gib -------------------- |
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10 Mar 2017, 23:01
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#27
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
!Rotr_English.gib Fantastic, it looks pretty cool! Thank you Zeke, thank you Chappi and thank you Soraz for all the help you guys have given me! I've learned a lot! -------------------- Nowhere to run to, baby, nowhere to hide
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20 Mar 2017, 1:11
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#28
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Group: Members Posts: 37 Joined: 23 January 2017 From: California Member No.: 14366 |
I noticed that X1Destroy's frogfoot addon combined the voice parameters into his object at the bottom, is that possible to do for all units or is that a special case for the frogfoot? can you put more than just sound parameters into the object file?
CODE ;------------------------------------------------------------------------------
Locomotor FrogfootJetLocomotor Surfaces = AIR Speed = 160 ; in dist/sec SpeedDamaged = 120 ; in dist/sec ; MinSpeed = 80 ; in dist/sec ; !!! DO NOT REDUCE MinSpeed BELOW 60 UNTIL LANDINGS ARE FIXED (srj) MinSpeed = 60 ; in dist/sec TurnRate = 120 ; in degrees/sec TurnRateDamaged = 90 ; in degrees/sec Acceleration = 120 ; in dist/(sec^2) AccelerationDamaged = 30 ; in dist/(sec^2) Lift = 120 ; in dist/(sec^2) LiftDamaged = 80 ; in dist/(sec^2) Braking = 10 ; in dist/(sec^2) MinTurnSpeed = 150 ; in dist/sec PreferredHeight = 100 AllowAirborneMotiveForce = Yes ZAxisBehavior = SURFACE_RELATIVE_HEIGHT CirclingRadius = 100 ; the radius at which we circle when we are trying to maintain position. ; (pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc) Appearance = WINGS PitchInDirectionOfZVelFactor = 1.0 ; how much to pitch according to our z-vel. 0=none, 1=lots (0=default) PitchStiffness = 0.5 ; stiffness of the "springs" in the suspension forward & back. RollStiffness = 0.4 ; stiffness of the "springs" in the suspension side to side. PitchDamping = 0.9 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. RollDamping = 0.8 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain. ForwardVelocityPitchFactor = 0 ; How much velocity will cause the front to lift/dip LateralVelocityRollFactor = 0.2 ; How much cornering will cause the chassis to roll. Apply2DFrictionWhenAirborne = Yes AirborneTargetingHeight = 30 LocomotorWorksWhenDead = Yes ; JetSlowDeathBehavior needs this to function correctly End ;----------------------------------------------------------------------------------- Object RussiaJetFrogFoot ; *** ART Parameters *** SelectPortrait = SRFrogfoot_L ButtonImage = SRFrogfoot UpgradeCameo1 = Upgrade_RussiaAdvancedMissileEngines ;UpgradeCameo2 = NONE Draw = W3DModelDraw ModuleTag_01 OkToChangeModelColor = Yes ProjectileBoneFeedbackEnabledSlots = SECONDARY DefaultConditionState Model = RVFrogfoot HideSubObject = BurnerFX WeaponLaunchBone = PRIMARY WeaponA WeaponFireFXBone = PRIMARY WeaponA WeaponLaunchBone = SECONDARY WeaponB End ConditionState = JETEXHAUST ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail End ConditionState = JETEXHAUST JETAFTERBURNER ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ShowSubObject = BurnerFX ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare End ConditionState = REALLYDAMAGED Model = RVFrogfoot_D HideSubObject = BurnerFX ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST Model = RVFrogfoot_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = REALLYDAMAGED JETEXHAUST JETAFTERBURNER Model = RVFrogfoot_D ParticleSysBone = Wingtip01 JetContrail ParticleSysBone = Wingtip02 JetContrail ShowSubObject = BurnerFX ParticleSysBone = Engine01 JetLenzflare ParticleSysBone = Engine02 JetLenzflare ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End ConditionState = RUBBLE Model = RVFrogfoot_D HideSubObject = BurnerFX ParticleSysBone = Smoke01 JetSmoke ParticleSysBone = Smoke02 JetSmoke ParticleSysBone = Engine01 JetEngineDamagedSmoke End End ; ***DESIGN parameters *** DisplayName = OBJECT:Frogfoot EditorSorting = VEHICLE Side = Russia TransportSlotCount = 0 ;how many "slots" we take in a transport (0 == not transportable) VisionRange = 300.0 ShroudClearingRange = 300.0 Prerequisites Object = RussiaAirfield Object = RussiaIndustrialSite End WeaponSet Conditions = None Weapon = PRIMARY FrogFootMissileWeapon Weapon = SECONDARY FrogFootBombWeapon End WeaponSet Conditions = HERO Weapon = PRIMARY HeroicFrogFootMissileWeapon Weapon = SECONDARY FrogFootBombWeapon End ArmorSet Conditions = None Armor = AirplaneArmor DamageFX = None End BuildCost = 2700 BuildTime = 30 ExperienceValue = 150 200 300 400 ; Experience point value at each level ExperienceRequired = 0 200 300 600 ; 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 = RussianJetFrogfootCommandSet ; *** AUDIO Parameters *** VoiceSelect = FrogfootVoiceSelect VoiceMove = FrogfootVoiceMove VoiceAttack = FrogfootVoiceAttack VoiceGuard = FrogfootVoiceMove SoundAmbient = FrogfootJetAmbientLoop SoundAmbientRubble = NoSound UnitSpecificSounds VoiceCreate = FrogfootVoiceCreate Afterburner = RaptorAfterburner VoiceGarrison = FrogfootVoiceMove End ; *** ENGINEERING Parameters *** RadarPriority = UNIT KindOf = PRELOAD CAN_CAST_REFLECTIONS CAN_ATTACK SELECTABLE VEHICLE SCORE AIRCRAFT Body = ActiveBody ModuleTag_02 MaxHealth = 250.0 InitialHealth = 250.0 SubdualDamageCap = 900 SubdualDamageHealRate = 500 SubdualDamageHealAmount = 50 End Behavior = ExperienceScalarUpgrade ModuleTag_04 TriggeredBy = Upgrade_AmericaAdvancedTraining AddXPScalar = 1.0 ;Increases experience gained by an additional 100% End Behavior = JetSlowDeathBehavior ModuleTag_05 FXOnGroundDeath = FX_JetOnGroundDeath OCLOnGroundDeath = OCL_RaptorDeathFinalBlowUp DestructionDelay = 99999999; destruction will happen when we RollRate = 0.2 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_RaptorDeathInitial OCLInitialDeath = OCL_RaptorDeathInitial DelaySecondaryFromInitialDeath = 500 ; in milliseconds FXSecondary = FX_JetDeathSecondary OCLSecondary = OCL_RaptorDeathSecondary FXHitGround = FX_JetDeathHitGround OCLHitGround = OCL_RaptorDeathHitGround DelayFinalBlowUpFromHitGround = 200 ; in milliseconds FXFinalBlowUp = FX_JetDeathFinalBlowUp OCLFinalBlowUp = OCL_FrogfootHeathFinalBlowUp End Behavior = PhysicsBehavior ModuleTag_07 Mass = 500.0 End Behavior = TransitionDamageFX ModuleTag_08 ReallyDamagedParticleSystem1 = Bone:Smoke RandomBone:Yes Psys:SmokeSmallContinuous01 ReallyDamagedFXList1 = Loc: X:0 Y:0 Z:0 FXList:FX_MIGDamageTransition End Behavior = JetAIUpdate ModuleTag_09 Turret TurretTurnRate = 0 ControlledWeaponSlots = PRIMARY SECONDARY End AltTurret TurretTurnRate = 0 ControlledWeaponSlots = TERTIARY End TurretsLinked = Yes OutOfAmmoDamagePerSecond = 10% TakeoffDistForMaxLift = 0% TakeoffPause = 500 MinHeight = 5 ParkingOffset = 3 ReturnToBaseIdleTime = 10000 End Locomotor = SET_NORMAL FrogfootJetLocomotor Locomotor = SET_TAXIING BasicJetTaxiLocomotor 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 Behavior = WeaponBonusUpgrade ModuleTag_MissileRangeUpgrade01 TriggeredBy = Upgrade_RussiaAdvancedMissileEngines End Behavior = AutoHealBehavior ModuleTag_SelfRepair01 HealingAmount = 5.0 HealingDelay = 500 StartHealingDelay = 5000 StartsActive = Yes End Geometry = Box GeometryIsSmall = Yes GeometryMajorRadius = 14.0 GeometryMinorRadius = 7.0 GeometryHeight = 5.0 Shadow = SHADOW_VOLUME ShadowSizeX = 89 ; minimum elevation angle above horizon. Used to limit shadow length. End ;------------------------------------------------------------------------------ AudioEvent FrogfootVoiceCreate Sounds = FrogfootCreate01 Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = random Volume = 110 MinVolume = 100 Priority = high Type = world global player End AudioEvent FrogfootVoiceSelect Sounds = FrogfootSelect01 FrogfootSelect02 FrogfootSelect03 FrogfootSelect05 FrogfootSelect06 FrogfootSelect07 Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = random Volume = 90 Type = ui voice player End AudioEvent FrogfootVoiceAttack Sounds = FrogfootAttack01 FrogfootAttack02 FrogfootAttack03 FrogfootAttack04 FrogfootAttack05 FrogfootAttack06 FrogfootAttack07 FrogfootAttack08 FrogfootAttack09 FrogfootAttack10 Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = random Volume = 90 Type = ui voice player End AudioEvent FrogfootVoiceMove Sounds = FrogfootMove01 FrogfootMove02 FrogfootMove03 FrogfootMove04 Attack = gradio1a gradio1b gradio1c gradio1d gradio1e gradio1f Decay = gradio3a gradio3b gradio3c gradio3d gradio3e Control = random Volume = 90 Type = ui voice player End -------------------- Nowhere to run to, baby, nowhere to hide
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Lo-Fi Version | Time is now: 19 April 2024 - 2:42 |