The code in Grangers ini file
CODE
;--------------------------------
Object AirF_AmericaJetAC130Gunship1
; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End
ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End
ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
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
End
ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
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 = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED
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 AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; 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 = 11000 ;20000 ;32000 ; thirty-two seconds
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
ShouldDrawPips = No
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 = 4 ; 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 = 50 ; 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 = 100%;30 ; 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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings
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
;--------------------------------
Object AirF_AmericaJetAC130Gunship2
; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End
ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End
ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
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
End
ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
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 = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED
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 AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; 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 = 25000 ;20000 ;32000 ; thirty-two seconds
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
ShouldDrawPips = No
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 = 4 ; 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 = 50 ; 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 = 100%;30 ; 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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings
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
;--------------------------------
Object AirF_AmericaJetAC130Gunship3
; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End
ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End
ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
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
End
ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
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 = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED
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 AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; 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 = 40000 ;20000 ;32000 ; thirty-two seconds
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
ShouldDrawPips = No
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 = 4 ; 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 = 50 ; 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 = 100%;30 ; 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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings
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
;------------------------------------------------------------------------------
Object CWCusAC130_Minigun_BOFOR
; *** ART Parameters ***
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
AttachToBoneInContainer = CORE
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130_G
Animation = CWCusAC130_G.CWCusAC130_G
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
WeaponFireFXBone = PRIMARY MINIGUNFX
WeaponLaunchBone = PRIMARY MINIGUNFX
WeaponFireFXBone = SECONDARY BOFORFX
WeaponLaunchBone = SECONDARY BOFORFX
End
End
; ***DESIGN parameters ***
Side = AmericaAirForceGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
Side = AmericaAirForceGeneral
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_M61A1_20mm_Cannon
Weapon = SECONDARY CWCusAC130_BOFOR_40mm_Cannon
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI PORTABLE_STRUCTURE PRELOAD
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 160 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
End
AltTurret
ControlledWeaponSlots = SECONDARY
TurretTurnRate = 160 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
End
TurretsLinked = Yes
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 3.0
GeometryIsSmall = No
Shadow = NONE
End
Object AirF_AmericaJetAC130Gunship1
; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End
ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End
ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
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
End
ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
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 = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED
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 AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; 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 = 11000 ;20000 ;32000 ; thirty-two seconds
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
ShouldDrawPips = No
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 = 4 ; 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 = 50 ; 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 = 100%;30 ; 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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings
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
;--------------------------------
Object AirF_AmericaJetAC130Gunship2
; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End
ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End
ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
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
End
ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
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 = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED
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 AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; 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 = 25000 ;20000 ;32000 ; thirty-two seconds
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
ShouldDrawPips = No
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 = 4 ; 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 = 50 ; 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 = 100%;30 ; 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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings
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
;--------------------------------
Object AirF_AmericaJetAC130Gunship3
; *** ART Parameters ***
SelectPortrait = SpecterGunShip_L
ButtonImage = SpecterGunShip
Draw = W3DOverlordAircraftDraw ModuleTag_01 ; Works with the dependencyModelDraw of the upgrade portable structures
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130
Animation = CWCusAC130.CWCusAC130
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
End
ConditionState = DAMAGED
Model = CWCusAC130_k
Animation = CWCusAC130_k.CWCusAC130_k
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 JetFireLarge
ParticleSysBone = Smoke02 JetFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 JetSmokeLarge
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
WeaponFireFXBone = PRIMARY HOWIFX;BOFORFX
WeaponLaunchBone = PRIMARY HOWIFX;BOFORFX
;WeaponFireFXBone = SECONDARY HOWIFX
;WeaponLaunchBone = SECONDARY HOWIFX
;WeaponFireFXBone = TERTIARY MINIGUNFX
;WeaponLaunchBone = TERTIARY MINIGUNFX
ParticleSysBone = WingTip01 SpectreContrail
ParticleSysBone = WingTip02 SpectreContrail
;ParticleSysBone = ENGINE01 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE02 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE03 CWCgenBigJetWhiteTrail
;ParticleSysBone = ENGINE04 CWCgenBigJetWhiteTrail
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke02 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 JetSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke03 JetSmokeLarge
ParticleSysBone = Smoke04 SpectreSmokeLarge
End
ConditionState = RUBBLE
Model = CWCusAC130_d
Animation = CWCusAC130_d.CWCusAC130_d
AnimationMode = LOOP
ParticleSysBone = Smoke01 SpectreGunshipFireLarge
ParticleSysBone = Smoke05 SpectreGunshipFireLarge
ParticleSysBone = Smoke03 SpectreGunshipFireLarge
ParticleSysBone = Smoke04 SpectreGunshipFireLarge
ParticleSysBone = Smoke01 SpectreSmokeLarge
ParticleSysBone = Smoke03 SpectreSmokeLarge
ParticleSysBone = Smoke02 SpectreSmokeLarge
ParticleSysBone = Smoke05 SpectreSmokeLarge
End
AliasConditionState = REALLYDAMAGED RUBBLE
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
End
Draw = W3DModelDraw ModuleTag_02
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130_H
Animation = CWCusAC130_H.CWCusAC130_H
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = REALLYDAMAGED
Model = CWCusAC130_Hd
Animation = CWCusAC130_Hd.CWCusAC130_Hd
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
ConditionState = RUBBLE
Model = CWCusAC130_Hk
Animation = CWCusAC130_Hk.CWCusAC130_Hk
AnimationMode = MANUAL
Flags = START_FRAME_FIRST
End
End
; ***DESIGN parameters ***
DisplayName = OBJECT:AC130
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
End
ArmorSet
Conditions = None
Armor = SpectreGunshipArmor
DamageFX = None
End
ArmorSet
Conditions = PLAYER_UPGRADE
Armor = CountermeasuresSpectreGunshipArmor
DamageFX = None
End
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_Howitzer_105mm_Cannon
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 = Nosound:SpectreGunshipVoiceSelect
VoiceAttack = SpectreGunshipVoiceAttack
VoiceMove = Nosound;SpectreGunshipVoiceMove
SoundAmbient = SpectreGunshipAmbientLoop
SoundAmbientRubble = NoSound
UnitSpecificSounds
Afterburner = SpectreGunshipAfterburnerLoop
HowitzerFire = SpectreHowitzerWeapon
End
; *** ENGINEERING Parameters ***
RadarPriority = UNIT
KindOf = PRELOAD CAN_ATTACK VEHICLE AIRCRAFT SCORE SELECTABLE EMP_HARDENED
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 AC130GunshipTransitLocomotor
Locomotor = SET_NORMAL AC130GunshipOrbitLocomotor
Behavior = SpecialAbility ModuleTag_32
SpecialPowerTemplate = AirF_SuperweaponAC130Gunship;SuperweaponSpectreGunship
UpdateModuleStartsAttack = Yes
End
Behavior = SpectreGunshipUpdate ModuleTag_10
GattlingStrafeFXParticleSystem = SpectreGattlingArmsSmoke
SpecialPowerTemplate = SuperweaponSpectreGunship
HowitzerWeaponTemplate = CWCusAC130_Howitzer_105mm_Cannon
GattlingTemplateName = CWCusAC130_Minigun_BOFOR
RandomOffsetForHowitzer = 20
TargetingReticleRadius = 25
OrbitInsertionSlope = 1.0 ; steepness of orbit entry
GunshipOrbitRadius = 250
HowitzerFiringRate = 5000 ; how long between each attempted shot of howitzer
HowitzerFollowLag = 400 ;600 ; 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 = 40000 ;20000 ;32000 ; thirty-two seconds
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
ShouldDrawPips = No
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 = 4 ; 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 = 50 ; 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 = 100%;30 ; 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
;;;;;;;; ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
;;;;;;;; End ; This allows the wingtip trails to stay stuck to the retractable wings
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
;------------------------------------------------------------------------------
Object CWCusAC130_Minigun_BOFOR
; *** ART Parameters ***
Draw = W3DDependencyModelDraw ModuleTag_01
OkToChangeModelColor = No
ParticlesAttachedToAnimatedBones = Yes
AttachToBoneInContainer = CORE
IgnoreConditionStates = DOOR_1_OPENING DOOR_1_CLOSING
DefaultConditionState
Model = CWCusAC130_G
Animation = CWCusAC130_G.CWCusAC130_G
AnimationMode = ONCE_BACKWARDS
Flags = START_FRAME_FIRST
WeaponFireFXBone = PRIMARY MINIGUNFX
WeaponLaunchBone = PRIMARY MINIGUNFX
WeaponFireFXBone = SECONDARY BOFORFX
WeaponLaunchBone = SECONDARY BOFORFX
End
End
; ***DESIGN parameters ***
Side = AmericaAirForceGeneral
EditorSorting = SYSTEM
TransportSlotCount = 1
Side = AmericaAirForceGeneral
WeaponSet
Conditions = None
Weapon = PRIMARY CWCusAC130_M61A1_20mm_Cannon
Weapon = SECONDARY CWCusAC130_BOFOR_40mm_Cannon
End
ArmorSet
Conditions = None
Armor = InvulnerableAllArmor
End
VisionRange = 200
; *** AUDIO Parameters ***
UnitSpecificSounds
TurretMoveStart = NoSound
TurretMoveLoop = NoSound ;TurretMoveLoop
VoiceRapidFire = NoSound
End
; *** ENGINEERING Parameters ***
KindOf = CAN_ATTACK CLICK_THROUGH IGNORED_IN_GUI PORTABLE_STRUCTURE PRELOAD
Body = StructureBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = AIUpdateInterface ModuleTag_03
Turret
ControlledWeaponSlots = PRIMARY
TurretTurnRate = 160 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
End
AltTurret
ControlledWeaponSlots = SECONDARY
TurretTurnRate = 160 // turn rate, in degrees per sec
TurretPitchRate = 160
AllowsPitch = Yes
End
TurretsLinked = Yes
AutoAcquireEnemiesWhenIdle = Yes
End
Behavior = DestroyDie ModuleTag_04
;nothing
End
ClientUpdate = AnimatedParticleSysBoneClientUpdate ModuleTag_Client01
End
Geometry = BOX
GeometryMajorRadius = 20.0
GeometryMinorRadius = 3.0
GeometryHeight = 3.0
GeometryIsSmall = No
Shadow = NONE
End
The code in science.ini
CODE
Science SCIENCE_AC130Gunship1
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End
Science SCIENCE_AC130Gunship2
PrerequisiteSciences = SCIENCE_AC130Gunship1 SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End
Science SCIENCE_AC130Gunship3
PrerequisiteSciences = SCIENCE_AC130Gunship2 SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End
PrerequisiteSciences = SCIENCE_AMERICA SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End
Science SCIENCE_AC130Gunship2
PrerequisiteSciences = SCIENCE_AC130Gunship1 SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End
Science SCIENCE_AC130Gunship3
PrerequisiteSciences = SCIENCE_AC130Gunship2 SCIENCE_Rank3
SciencePurchasePointCost = 1
IsGrantable = Yes
DisplayName = SCIENCE:USASpectreGunship1
Description = CONTROLBAR:AirF_ToolTipUSAScienceSpectreGunship
End
The code in specialpower.ini
CODE
SpecialPower AirF_SuperweaponAC130Gunship
Enum = AIRF_SPECIAL_SPECTRE_GUNSHIP
ReloadTime = 240000 ; in milliseconds
;InitiateSound = SpectreGunshipVoiceArrive
RequiredScience = SCIENCE_AC130Gunship1
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 200
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
Enum = AIRF_SPECIAL_SPECTRE_GUNSHIP
ReloadTime = 240000 ; in milliseconds
;InitiateSound = SpectreGunshipVoiceArrive
RequiredScience = SCIENCE_AC130Gunship1
PublicTimer = No
SharedSyncedTimer = Yes
ViewObjectDuration = 30000
ViewObjectRange = 250
RadiusCursorRadius = 200
AcademyClassify = ACT_SUPERPOWER ;Considered a powerful special power that a player could fire. Not for simpler unit based powers.
End
The code in commandbutton.ini
CODE
CommandButton Command_AC130Gunship
Command = SPECIAL_POWER
SpecialPower = AirF_SuperweaponAC130Gunship
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_AC130Gunship1 SCIENCE_AC130Gunship2 SCIENCE_AC130Gunship3 ;These will cause the buttons to change icons, nothing more
TextLabel = CONTROLBAR:SpectreGunship
ButtonImage = SASpGunship; until Samm makes a new cameo for this...
ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipSpectreGunship
RadiusCursorType = SPECTREGUNSHIP
InvalidCursorName = GenericInvalid
End
CommandButton Command_AC130GunshipFromShortcut
Command = SPECIAL_POWER_FROM_SHORTCUT
SpecialPower = AirF_SuperweaponAC130Gunship
Options = NEED_SPECIAL_POWER_SCIENCE NEED_TARGET_POS CONTEXTMODE_COMMAND
Science = SCIENCE_AC130Gunship1 SCIENCE_AC130Gunship2 SCIENCE_AC130Gunship3 ;These will cause the buttons to change icons, nothing more
TextLabel = CONTROLBAR:SpectreGunshipFromShortcut
ButtonImage = SASpGunship; until Samm makes a new cameo for this...
; ButtonBorderType = ACTION ; Identifier for the User as to what kind of button this is
DescriptLabel = CONTROLBAR:TooltipSpectreGunship
RadiusCursorType = SPECTREGUNSHIP
InvalidCursorName = GenericInvalid
End
CommandButton Command_PurchaseScienceAC130Gunship1
Command = PURCHASE_SCIENCE
Science = SCIENCE_AC130Gunship1
ButtonImage = SASpGunship
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
UnitSpecificSound = ChooseGeneralAbility
End
CommandButton Command_PurchaseScienceAC130Gunship2
Command = PURCHASE_SCIENCE
Science = SCIENCE_AC130Gunship2
ButtonImage = SASpGunship2
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
UnitSpecificSound = ChooseGeneralAbility
End
CommandButton Command_PurchaseScienceAC130Gunship3
Command = PURCHASE_SCIENCE
Science = SCIENCE_AC130Gunship3
ButtonImage = SASpGunship3
ButtonBorderType = UPGRADE ; Identifier for the User as to what kind of button this is
UnitSpecificSound = ChooseGeneralAbility
End
And finally the code in commandset.ini
CODE
CommandSet AirF_SCIENCE_AMERICA_CommandSetRank3
1 = Command_PurchaseSciencePathfinder
3 = Airf_Command_PurchaseScienceCarpetBomb
4 = Command_PurchaseScienceHALOdrop1
5 = Command_PurchaseScienceHALOdrop2
6 = Command_PurchaseScienceHALOdrop3
7 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike1
8 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike2
9 = AirF_Command_PurchaseScienceA10ThunderboltMissileStrike3
10 = Early_Command_PurchaseScienceEmergencyRepair1
11 = Early_Command_PurchaseScienceEmergencyRepair2
12 = Early_Command_PurchaseScienceEmergencyRepair3
13 = Command_PurchaseScienceAC130Gunship1;Command_PurchaseScienceSpectreGunship1
14 = Command_PurchaseScienceAC130Gunship2;Command_PurchaseScienceSpectreGunship2
15 = Command_PurchaseScienceAC130Gunship3;Command_PurchaseScienceSpectreGunship3
CommandSet AirF_SpecialPowerShortcutUSA
1 = Command_SpyDroneFromShortcut
2 = Command_HALOdropFromShortcut
3 = AirF_Command_A10ThunderboltMissileStrikeFromShortcut
4 = Early_Command_EmergencyRepairFromShortcut
5 = Command_DaisyCutterFromShortcut
6 = Command_FireParticleUplinkCannonFromShortcut
7 = Command_SpySatelliteScanFromShortcut
8 = Command_CIAIntelligenceFromShortcut
9 = AirF_Command_SpectreGunshipFromShortcut ; Command_AC130GunshipFromShortcut
10 = Command_LeafletDropFromShortcut
11 = AirF_Command_CarpetBombFromShortcut
END
CommandSet AirF_AmericaCommandCenterCommandSet
1 = AirF_Command_ConstructAmericaDozer
2 = Command_AC130Gunship;AirF_Command_SpectreGunship
4 = Command_LeafletDrop
5 = AirF_Command_A10ThunderboltMissileStrike
6 = Command_HALOdrop
7 = Command_SpyDrone
8 = Early_Command_EmergencyRepair
9 = Command_DaisyCutter
10 = Command_SpySatelliteScan
11 = AirF_Command_CarpetBomb
14 = Command_Sell
End
I must be going wrong somewhere here so could someone please help me find where