[GameObjectClass]ClassLabel = "hover" // Defines the class label for the game engine to expose propertiesGeometryName = "cis_hover_aat.msh" // Defines the mesh for Zeroeditor when placed as an object
[Properties]
GeometryName = "cis_hover_aat" // Sets name of mesh file to use for vehicle
Explosion = "cis_hover_aat_exp" // Sets name of odf file to call when vehicle dies
// Some vehicles have a slow death, the ATAT for example has a long death animation attached to it// -- the ATAT reaches critical health, crumbles to it's knees, then finally explodes; flyers can die// -- but go spinning off before exploding...//--in which case the ExplosionCritical and ExplosionDestruct are usedExplosionCritical = "cis_hover_aat_exp" // Sets name of odf file to call when vehicle reaches critical healthExplosionDestruct = "cis_hover_aat_exp" // Sets name of odf file to call when vehicle finally explodesVehicleType = "light" // Defines the vehicle type for ???????AISizeType = "MEDIUM" // Defines the size of the AI for planning graphsMapTexture = "aat_icon" // Defines the tga file used on map for vehicleMapScale = 1.5 // Defines the scale of the icon on the mapHealthTexture = "HUD_cis_aat_icon" // Defines the tga used for the vehicle health iconWaterEffect = "waterwake_lg" // Defines the common particle effect for when vehicle goes through waterFLYERSECTION = "BODY" // Defines the primary section of the vehicle occupied by pilotVehiclePosition = "common.vehiclepositions.pilot" // Defines the pilot position for localizationFirstPerson = "cishq\cishq;cis_1st_cockpit_AAT" // Defines the path to the fpm folder/lvl/sub-lvlFirstPersonFOV = "52" // Sets the first person field of viewCockpitTension = 22 // Sets the tension of the cocpit cameraCollisionScale = 4 // Sets the damage resulting from collisionCollisionThreshold = 5 // Sets the threshold of impact before damage occuersMaxHealth = 6600.0 // Sets teh vehicle's max healthHealthType = "vehicle" // Sets the health type for a vehicle, used for ?????????//HitLocation = "p_crithit 0"SetAltitude = 0.5 // Sets the default hover altitudeGravityScale = 4.0 // Sets the mass of the vehicleLiftSpring = 4.0 // Sets the spring in the hoverLiftDamp = 3.0 // Sets the cushion of the spring on subsequent bouncesAcceleration = 5.25 // Sets the rate of acceleration m/sDeceleration = 7.0 // Sets the rate of decelleration m/s Traction = 20.0 // Sets the percent to decrease acceleration rate when starting from zeroForwardSpeed = 12.0 // Sets the maxspeed m/sReverseSpeed = 10.0 // Sets the max reverse speed m/sStrafeSpeed = 4.5 // Sets the max strafe speed m/s// The following sections tweak the bounce AddSpringBody = "-1.6 1.9 1.95 2.5" // "[X Y Z Scale]"BodySpringLength = 0.3AddSpringBody = "1.6 1.9 1.95 2.5"BodySpringLength = 0.3AddSpringBody = "0.0 2.15 -1.6 3.5"BodySpringLength = 0.8BodyOmegaXSpringFactor = 2VelocitySpring = 5VelocityDamp = 2.5OmegaXSpring = 1.0OmegaXDamp = 3.0OmegaZSpring = 4.0OmegaZDamp = 1.5SpinRate = 1.7 // Sets the rate of turn for the vehicle is turning but not movingTurnRate = 1.7 // Sets the rate of turn for the vehicle when turning while movingTurnFilter = 5.0 // Sets a tension in the rate of turn to make it ramp up PitchRate = 0.5 // Sets the rate of pitching the vehiclePitchFilter = 1.0 // Sets the rate ramping up the pitch when starting a tiltPitchDamp = 1.0 // Sets the rate slowing down the vehicle when stopping a tilt//SpinRate = 2.7//TurnRate = 1.7//TurnFilter = 5.0//PitchRate = 2.5//PitchFilter = 1.0//PitchDamp = 1.0StrafeRollAngle = 0.01 // Angle the vehicle rolls when strafingThrustPitchAngle = 0.0 // Picth of the vehicle caused by thrusting forwardBankAngle = -0.01 // Angle of the vehicle when bankingBankFilter = 3 //low is slow - How quickly the bank returns to levelLevelSpring = 2.0 //low is slow - the force the restores levelLevelDamp = 1.0 //low is slow - the force that reduces the momentum of the rotationPCPitchRate = "15.0" // may be obsolete, otherwise these settings are used on PCPCSpinRate = "15.0"// may be obsolete, otherwise these settings are used on PC PCTurnRate = "20.0"// may be obsolete, otherwise these settings are used on PC//Camera settings for vehicle position// Think of camera as fixed on one end of long stick balanced on a cone //-- on one end is camera, other end is focal point, cone at center can be shifted//-- camera is eyepoint; TrackOffset is focal point; Trackcenter is cone position; tilt value is tilt on poleEyePointOffset = "0.0 2.5 -2.0" // Camera position from vehicle origin x,y,zTrackCenter = "0.0 5.0 0.0" // Camera tilt axis from vehicle origin x,y,zTrackOffset = "0.0 0.0 10.0" // Camera Focal Point from vehicle origin x,y,z TiltValue = "5.0" // How much camera can tiltPitchLimits = "-30 20" // How far camera swings when pitching in degreesYawLimits = "-90 90" // How far camera swings when tilting in degrees// Each body section or turret section can be occupied by a unit// -- if a body or turret section has more than one weapon, they are defined by WEAPONSECTION headers// -- when a section has more than one weapon, section 1 is the primary fire and section 2 the secondary fireWEAPONSECTION = 1 WeaponName = "cis_weap_hover_aat_cannon" // Odf name of weaponWeaponAmmo = 0 // Amount of ammo or clips in weapon 0 is infiniteAimerNodeName = "side_gun_1" // Hardpoint name in mesh that acts as camera point for aimerAimerPitchLimits = "-30.0 90.0" // Sets pitch movement limits on aimer in degreesAimerYawLimits = "-30.0 10.0" // Sets yaw movement limits on aimer in degreesBarrelNodeName = "recoil_1" // Sets name of object in mesh to use as gun barrel to animate recoilBarrelRecoil = 0.25 // Sets amount of recoil to apply to object defined as barrelFirePointName = "hp_gun_2" // Sets the name of the hardpoint in the mesh where the shot comes fromNextAimer = "-" // Header for other barrels weapons with multiple barrels, causing alternating shotsAimerNodeName = "side_gun_2"AimerPitchLimits = "-30.0 90.0"AimerYawLimits = "-10.0 30.0"BarrelNodeName = "recoil_2"BarrelRecoil = 0.25FirePointName = "hp_gun_1"WEAPONSECTION = 2 // Weaponsection 2 defines weapons fired using the secondary fire buttonWeaponName = "cis_weap_hover_aat_missile"WeaponAmmo = "9"// The AAT has six missile tubes, three on each side. Each is separated with a nextaimer line//--causing the shots to fire from the barrels one by one rather than from all six at onceAimerPitchLimits = "-5 90"AimerYawLimits = "-20.0 20.0"AimerNodeName = "hp_missleR_1"NextAimer = "-"
AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"AimerNodeName = "hp_missleL_2"NextAimer = "-"
AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"AimerNodeName = "hp_missleR_2"NextAimer = "-"
AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"AimerNodeName = "hp_missleL_3"NextAimer = "-"
AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"AimerNodeName = "hp_missleR_3"NextAimer = "-"
AimerPitchLimits = "-5 90"
AimerYawLimits = "-20.0 20.0"AimerNodeName = "hp_missleL_1"// Turret1 is the turret on the top of the AATFLYERSECTION = "TURRET1" // Turret1 is the secondary positon a unit can manFirstPerson = "cis\cissccam;cis_1st_cockpit_securitycam"VehiclePosition = "common.vehiclepositions.gunner"TurretNodeName = "Gun_Body"PitchLimits = "-40.0 20.0"YawLimits = "-180.0 180.0"PitchTurnFactor = 0.0PCPitchRate = "15.0"PCTurnRate = "20.0"TurnRate = 1.5TurnFilter = 5.0PitchRate = 0.5PitchFilter = 1.0PitchDamp = 1.0//PitchRate = 0.8//PitchFilter = 2.75//TurnRate = 1.3//TurnFilter = 2.75AimerNodeName = "Main_Gun"AimerPitchLimits = "-30.0 90.0"AimerYawLimits = "0.0 0.0"BarrelNodeName = "recoil_3"BarrelRecoil = 0.75FirePointName = "hp_cannon_1"EyePointOffset = "0.0 2.0 -1.75"TrackCenter = "0.0 1.0 -2.0"TrackOffset = "0.0 0.0 3.0"TiltValue = "10.0"// This section sets up the sounds triggered when manning the turret as well as when it movesTurretYawSound = "turret_whir_yaw_lp"TurretYawSoundPitch = "0.7"TurretPitchSound = "turret_whir_pitch_lp"TurretPitchSoundPitch = "0.7"TurretAmbientSound = ""TurretActivateSound = "vehicle_equip"TurretDeactivateSound = "vehicle_equip"TurretStartSound = ""TurretStopSound = ""WeaponName = "cis_weap_hover_aat_launcher"WeaponAmmo = 0// This section define the collision geometry within the mesh to use when colliding with what kind of objectVehicleCollision = "p_vehiclesphere"SoldierCollision = "CollisionMesh"//SoldierCollision = "p_sidegun1"//SoldierCollision = "p_sidegun2"SoldierCollision = "p_barrel"SoldierCollision = "p_turret"OrdnanceCollision = "CollisionMesh"OrdnanceCollision = "p_sidegun1"OrdnanceCollision = "p_sidegun2"OrdnanceCollision = "p_barrel"OrdnanceCollision = "p_turret"// Chunks are the pieces resulting from the vehicle's explosion
CHUNKSECTION = "CHUNK1" // Defines the chunkChunkGeometryName = "cis_hover_att_Chunk1" // Defines the mesh file to use for the chunkChunkNodeName = "" // Defines the hardpoint in the mesh from which the chunk originatesChunkTerrainCollisions = "2" // Defines the number of time the chunk bouncesChunkTerrainEffect = "dirtspray" // Defines the particle effect attached to each bounceChunkPhysics = "FULL" // Defines the chunk behavior/massChunkOmega = "1.0 2.0 1.0" // ?? Defines chunk spin??? -the direction in which the chunk flysChunkBounciness = 0.35 // Defines rate of upward bounceChunkStickiness = 0.45 // Defines how fast chunk accelerate in bounce ChunkSpeed = "15.0" // Defines speed of moving chunkChunkUpFactor = "25.00" // Defines the upward speed of spawned chunkChunkTrailEffect = "mediumsmoketrail" // Defines the particle effect attached to chunk// The next two lines define sounds to be triggered by chunksChunkInitialCollisionSound = "com_veh_collision_lg" //Played each time the chunk collides with something.ChunkScrapeCollisionSound = "" // Played as the chunk slides along another object.CHUNKSECTION = "CHUNK2"ChunkGeometryName = "cis_hover_att_Chunk2"ChunkNodeName = ""ChunkTerrainCollisions = "4"ChunkTerrainEffect = "dirtspray"ChunkPhysics = "FULL"ChunkOmega = "2.0 2.5 2.0"ChunkBounciness = 0.45ChunkStickiness = 0.25ChunkSpeed = "10.0"ChunkUpFactor = "0.00"ChunkTrailEffect = "mediumsmoketrail"ChunkInitialCollisionSound = "com_veh_collision_lg" //Played each time the chunk collides with something.ChunkScrapeCollisionSound = "" // Played as the chunk slides along another object.CHUNKSECTION = "CHUNK3"ChunkGeometryName = "cis_hover_att_Chunk3"ChunkNodeName = ""ChunkTerrainCollisions = "3"ChunkTerrainEffect = "dirtspray"ChunkTrailEffect = "mediumsmoketrail"ChunkPhysics = "FULL"ChunkOmega = "2.0 1.0 2.0"ChunkSpeed = "12.0"ChunkInitialCollisionSound = "com_veh_collision_lg" //Played each time the chunk collides with something.ChunkScrapeCollisionSound = "" // Played as the chunk slides along another object.CHUNKSECTION = "CHUNK4"ChunkGeometryName = "cis_hover_att_Chunk4"ChunkNodeName = ""ChunkTerrainCollisions = "0"ChunkTerrainEffect = "dirtspray"ChunkTrailEffect = "mediumsmoketrail"ChunkPhysics = "LEAF"ChunkOmega = "0.2 0.0 0.2"ChunkSpeed = "2.0"ChunkSmokeEffect = "smokeplume"ChunkSmokeNodeName = "hp_smoke"ChunkInitialCollisionSound = "com_veh_collision_lg" //Played each time the chunk collides with something.ChunkScrapeCollisionSound = "" // Played as the chunk slides along another object.// The next section defines damage particle effectsDamageStartPercent = 70.0 // Health percentage where damage effect is turned onDamageStopPercent = 20.0 // Health percentage where damage effect is turned offDamageEffect = "vehiclespark" // Particle effect to be spawned/turned onDamageAttachPoint = "hp_damage_2" // Hardpoint in mesh where effect is attached DamageEffectSound = "" // Sound that can be trigged at start of damage state // --looping sounds will stop when damage state changes // --sounds can also be attached to spawned particle effectDamageStartPercent = 70.0DamageStopPercent = 20.0DamageEffect = "vehiclespark"DamageAttachPoint = "hp_damage_4"DamageStartPercent = 60.0DamageStopPercent = 20.0DamageEffect = "vehiclespark"DamageAttachPoint = "hp_damage_3"DamageStartPercent = 50.0DamageStopPercent = 0.0DamageEffect = "vehiclesmoke"DamageAttachPoint = "hp_damage_2"DamageStartPercent = 19.0DamageStopPercent = 0.0DamageEffect = "vehicleflame"DamageAttachPoint = "hp_damage_2"DamageStartPercent = 30.0DamageStopPercent = 0.0DamageEffect = "vehiclesmoke"DamageAttachPoint = "hp_damage_1"DamageStartPercent = 10.0DamageStopPercent = 0.0DamageEffect = "vehicleflame"DamageAttachPoint = "hp_damage_3"DamageEffectSound = "cis_alert_loop" EngineSound = "cis_hover_aat_engine_parameterized" // Name of soundproperty to be used as looping engineHurtSound = "cis_hover_aat_hurt" // Name of soundproperty to be triggered when vehicle takes damageDeathSound = "imp_weap_ord_exp_lg" // Name of soundproperty to be triggered when vehicle diesTurnOnSound = "cis_hover_aat_turn_on" // Name of soundproperty triggered when unit enters vehicleTurningOffSound = "" // Name of soundproperty triggered when unit leaves vehicleTurnOffSound = "cis_hover_aat_turn_off" // Name of soundproperty triggered when vehile turns offTurnOffTime = "1.0" // Time after unit leaves vehicle before vehicle turns offMusic = "" // Default music played when unit enters vehicleRepMusic = "" // Music played when rep unit enters vehicleCISMusic = "" // Music played when cis unit enters vehicleALLMusic = "" // Music played when all unit enters vehicleIMPMusic = "" // Music played when imp unit enters vehicleMusicSpeed = ".25" // Speed vehicle must reach before music is triggeredMusicDelay = "3.0" // Delay when speed reached before music is playedGroundedSound = "" // May be obsolete -- soundtriggered by hover bouncing against terrainGroundedHeight = "" // May be obsolete -- height of vehicle that triggers groundedsoundBoostSound = "" // Soundproperty, speed threshold (%), going over or under (1 or 0)FoleyFXGroup = "metal_foley" // Defines the sound foley class to play for footsteps on objectVehicleCollisionSound ="com_veh_collision_lg" // Name of soundproperty to trigger when vehicle collides with objects