|
|
前提CrewEscape=100%
[HORSPA]
UIName=Name:HORSPA
Name=HORSPA
BuildCat=Combat
Image=NALASR
Strength=400
Spawns=XV22
SpawnsNumber=1
SpawnRegenRate=0
SpawnReloadRate=0
Armor=steel
Prerequisite=NAHAND,NACNST
TechLevel=1
Adjacent=4
Helipad=yes
ROT=10
Sight=7
DetectDisguise=no
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=3 ;gs 0 for Good, 1 for Evil
Cost=700
BaseNormal=no
Trainable=yes
Points=30
Power=-25
Crewed=no
Capturable=false
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
DebrisAnims=DBRIS4LG,DBRIS4SM,DBRIS6LG
MaxDebris=2
MinDebris=1
;-----Gattling stuff-------
;GEF There is a _lot_ of stuff in this section, hope it's worth it
;Do I have a gattling gun or not
IsGattling=yes
;How weapons does it have? Currently, all Gattling Units have had anti-air
;capability, so the mechanics currently depends on having twice the number
;of stages in weapons, alternating anti-ground first, and anti-air second.
TurretCount=1
WeaponCount=6
Weapon1=DummyWeapon3
EliteWeapon1=DummyWeapon3
Weapon2=DummyWeapon2
EliteWeapon2=DummyWeapon2
Weapon3=HornetLauncher
EliteWeapon3=HornetLauncher
Weapon4=DummyWeapon2
EliteWeapon4=DummyWeapon2
Weapon5=DummyWeapon4
EliteWeapon5=DummyWeapon4
Weapon6=DummyWeapon2
EliteWeapon6=DummyWeapon2
;How many stages does this gattling gun have, and how long does it
;take to progress through these stages;
WeaponStages=3
Stage1=15
Stage2=50
;This last stage is used to determine what the maximum fireing timer can be. Once it
;hits this it will stop increasing. If this is larger than the previous stage, then
;it will have a grace period once the unit stops firing before it needs to drop
;down to the lower weapon.
Stage3=100
EliteStage1=15
EliteStage2=50
EliteStage3=100
;How many increments or decrements does the timer get per frame?
;If RateDown is zero, then it overrides the previous stage vaules,
;causing the tank to instantly go to zero when it stops firing
;if it can't find a new target
RateUp=1
RateDown=0
;-----End Gattling stuff-------
Powered=yes
Turret=no
ThreatPosed=30 ; This value MUST be 0 for all building addons
;DamageParticleSystems=SparkSys,LGSparkSys
IsBaseDefense=yes
HasStupidGuardMode=false
ImmuneToPsionics=no ; defaults to yes for buildings, no for others
AntiInfantryValue=25
AntiArmorValue=10
AntiAirValue=0
;gs these three are in abstract units and just help the AI pick the right base defense. (see AIForcePredictionFudge)
[DummyWeapon2]
Damage=0
ROF=26
Range=20
Projectile=InvisibleLow
Speed=100
Warhead=RailShot
Report=
[DummyWeapon3]
Damage=0
ROF=26
Range=10
Projectile=InvisibleHigh
Speed=100
Warhead=RailShot
Report=
[DummyWeapon4]
Damage=0
ROF=26
Range=10
Projectile=InvisibleAll
Speed=100
Warhead=RailShot
Report=
[XV22]
UIName=Name:X
Name=XV22
Image=FALC
Primary=HornetBomb2
Strength=1
Category=AirPower
Armor=light
Spawned=yes
TechLevel=-1
Sight=2
RadarInvisible=no
Landable=yes
MoveToShroud=yes
ConsideredAircraft=yes
Fighter=yes
AACombat=yes
PipScale=Ammo
Speed=12
Crewed=yes
CrewType=GHOST
PitchSpeed=.9
PitchAngle=0
Owner=British,French,Germans,Americans,Alliance
Cost=50
Points=20
ROT=3
Ammo=1
FlightLevel=500
GuardRange=30
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
VoiceSelect=
VoiceMove=
VoiceAttack=
VoiceFeedback=
DieSound=
CrashingSound=HornetDie
ImpactLandSound=GenAircraftCrash
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
MovementRestrictedTo=Water ; See if this will affect landing only
ThreatPosed=10 ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
AuxSound1=HornetTakeoff ;Taking off
AuxSound2=HornetLanding ;Landing
ImmuneToPsionics=yes
VeteranAbilities=STRONGER,FIREPOWER
EliteAbilities=STRONGER,FIREPOWER
;Selectable=no ; SJM: this should be here but is commented out because bug prevents aircraft from landing
[HornetBomb2]
Damage=0
ROF=3
Range=5
Projectile=InvisibleAll
Speed=100
Warhead=RailShot
Report=HornetAttack
Anim=KillSelf
[KillSelf]
Image=INVISO
Damage=999
Warhead=RailShot |
|