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The Games Machine 155
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SWRv0.1.exe
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sswarmer.shp
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2001-12-24
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[sSwarmer]
;=--------------------=;
Rebel X-Wing
;=--------------------=;
;Source Files
;=----------=
LODFile sswarmer.lod
pMexData sswarmer\Rl0\LOD0\sswarmer.mex
;Ship Physics
;=----------=
mass 10 ; ship mass [fighter = 1]
momentOfInertiaX 10 ; resistance to rotation
momentOfInertiaY 10 ; [fighter = 1]
momentOfInertiaZ 10
maxvelocity 825
maxrot 10 ; maximum rotation speed [don't make faster than ~10]
thruststrength[TRANS_UP] 850 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 850
thruststrength[TRANS_RIGHT] 650
thruststrength[TRANS_LEFT] 650
thruststrength[TRANS_FORWARD] 1000
thruststrength[TRANS_BACK] 450
rotstrength[ROT_YAWLEFT] 160 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 160
rotstrength[ROT_PITCHUP] 160
rotstrength[ROT_PITCHDOWN] 160
rotstrength[ROT_ROLLRIGHT] 160
rotstrength[ROT_ROLLLEFT] 160
turnspeed[TURN_YAW] 3.5 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 3.5
turnspeed[TURN_ROLL] 3.5
;Basic Ship Stats
;=--------------=
shipclass CLASS_Fighter
isCapitalShip FALSE
buildCost 75 ; resource units to build
buildTime 12 ; time in seconds to build
supportUnits 2 ; Support Units required
providesSU 0
TimeShockedByEMP 2.0 ; time in seconds the ship will be paralized when hit by one EMP charge
maxhealth 220 ; hit points
groupSize 5 ; size of group ships of this type tend to form
repairTime 0 ; every this many seconds
repairDamage 0 ; this much damage is repaired
repairCombatTime 0 ; every this many seconds
repairCombatDamage 0 ; this much damage is repaired
repairDroids 0
externalBuild FALSE ; if TRUE, ship is built externally
fowRadius 12000
forceFieldProtectionDistanceScale 9.0
approxcollmodifier 1.0 ; use only % of collspheresize for rough approximations
avoidcollmodifier 1.0 ; use only % of collspheresize for collision avoidance
blastRadiusShockWave 6.0
blastRadiusDamage 75
minimumZoomDistance 100
UpgradeByDocking TRUE
bUseRayTriangleIntersectionForHitLocation FALSE
;Special
;=-----=
linkDistance 50.0
beastAttackCascadeCost 2 ; number of points required for attack to cascade to this ship
beastAttacksRequired 1 ; number of times you must hit this ship before it converts.
beastAttackConvertTo bAcolyte ; convert to this kind of ship
upgradeTimeModifier 0.5
MissileRegenerateTime 10.375 ; (1.5/4) every this many seconds one missile is regenerated
MissileVolleyTime 1.2 ; fire rate of missiles when opening massive volley attack
MissileLagVolleyTime 12.0
; Pilot View
;=---------=
pilotViewOffsetX 15.0
pilotViewOffsetY 0.0
pilotViewOffsetZ 1.0
;Weapons
;=-----=
rotateToRetaliate TRUE
passiveRetaliateZone 4500
canTargetMultipleTargets FALSE
NUMBER_OF_GUNS 6
GUN 0
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.0
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4500.0 ; distance bullets travel before disappearing
BulletSpeed 4000.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 0.3 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.4
BurstWaitTime 1.3
MinAngle 0
MaxAngle 11
FireTime2 3.1
BulletSpeed2 1600.0 ; measured in m/s.
}
GUN 1
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.0
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4500.0 ; distance bullets travel before disappearing
BulletSpeed 4000.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 0.3 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.4
BurstWaitTime 1.3
MinAngle 0
MaxAngle 11
FireTime2 3.1
BulletSpeed2 1600.0 ; measured in m/s.
}
GUN 2
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PLASMABOMB
EndUpgradeLevel WEAPON_PLASMABOMB
DamageMult 1.0
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4500.0 ; distance bullets travel before disappearing
BulletSpeed 4000.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 10 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 11
FireTime2 3.1
BulletSpeed2 1600.0 ; measured in m/s.
}
GUN 3
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PLASMABOMB
EndUpgradeLevel WEAPON_PLASMABOMB
DamageMult 1.0
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4500.0 ; distance bullets travel before disappearing
BulletSpeed 4000.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 10 ; fire repeat rate (reciprocal = shots/second)
MinAngle 0
MaxAngle 11
FireTime2 3.1
BulletSpeed2 1600.0 ; measured in m/s.
}
GUN 4
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.0
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4500.0 ; distance bullets travel before disappearing
BulletSpeed 4000.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 0.3 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.4
BurstWaitTime 1.3
MinAngle 0
MaxAngle 11
FireTime2 3.1
BulletSpeed2 1600.0 ; measured in m/s.
}
GUN 5
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.0
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 4500.0 ; distance bullets travel before disappearing
BulletSpeed 4000.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 0.3 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 1.4
BurstWaitTime 1.3
MinAngle 0
MaxAngle 11
FireTime2 3.1
BulletSpeed2 1600.0 ; measured in m/s.
}
;Gun Bindings:
;=----------=
;NONE
;Ship AI
;=-----=
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------EVASIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Evasive Default 3300.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Evasive Default 3600.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Evasive Default 925.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Evasive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Evasive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Evasive Default 8.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Evasive Default 0,0,1,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive Default 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive Default 5,5,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive Default 5,5,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive Default 10,10,15,20,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Evasive CLASS_Mothership 3000.0
maxFlyAwayDist Evasive CLASS_Mothership 4000.0
breakRange Evasive CLASS_Mothership 2000.0
triggerHappy Evasive CLASS_Mothership 11.0
faceTargetAccuracy Evasive CLASS_Mothership 2.5
maxAttackTime Evasive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Mothership 1,0,3,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Mothership 8,3,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Mothership 13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Mothership 13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Mothership 13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Evasive CLASS_Carrier 3000.0
maxFlyAwayDist Evasive CLASS_Carrier 4500.0
breakRange Evasive CLASS_Carrier 1000.0
triggerHappy Evasive CLASS_Carrier 11.0
faceTargetAccuracy Evasive CLASS_Carrier 2.5
maxAttackTime Evasive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Carrier 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Carrier 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Carrier 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Carrier 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Carrier 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Evasive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Evasive CLASS_HeavyCruiser 4500.0
breakRange Evasive CLASS_HeavyCruiser 1000.0
triggerHappy Evasive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Evasive CLASS_HeavyCruiser 2.5
maxAttackTime Evasive CLASS_HeavyCruiser 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_HeavyCruiser 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_HeavyCruiser 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Evasive CLASS_Destroyer 3000.0
maxFlyAwayDist Evasive CLASS_Destroyer 4500.0
breakRange Evasive CLASS_Destroyer 1500.0
triggerHappy Evasive CLASS_Destroyer 11.0
faceTargetAccuracy Evasive CLASS_Destroyer 2.5
maxAttackTime Evasive CLASS_Destroyer 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Destroyer 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Destroyer 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Evasive CLASS_Frigate 4000.0 //3000
maxFlyAwayDist Evasive CLASS_Frigate 3500.0 //3300
breakRange Evasive CLASS_Frigate 1000.0 //725
triggerHappy Evasive CLASS_Frigate 11.0 //4
faceTargetAccuracy Evasive CLASS_Frigate 2.0
maxAttackTime Evasive CLASS_Frigate 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Frigate 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Frigate 1,1,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Frigate 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Frigate 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Frigate 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Evasive CLASS_Corvette 2200.0
maxFlyAwayDist Evasive CLASS_Corvette 2600.0
breakRange Evasive CLASS_Corvette 450.0
triggerHappy Evasive CLASS_Corvette 11.0
faceTargetAccuracy Evasive CLASS_Corvette 3.5
maxAttackTime Evasive CLASS_Corvette 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Corvette 1,0,4,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Corvette 0,0,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Corvette 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Corvette 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Corvette 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Evasive CLASS_Fighter 1600.0
maxFlyAwayDist Evasive CLASS_Fighter 1800.0
breakRange Evasive CLASS_Fighter 400.0
triggerHappy Evasive CLASS_Fighter 11.0
faceTargetAccuracy Evasive CLASS_Fighter 0.5
maxAttackTime Evasive CLASS_Fighter 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Fighter 1,0,6,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Fighter 0,0,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Fighter 0,10,0,9,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Fighter 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Fighter 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Evasive CLASS_Resource 4000.0
maxFlyAwayDist Evasive CLASS_Resource 3500.0
breakRange Evasive CLASS_Resource 3000.0
triggerHappy Evasive CLASS_Resource 11.0
faceTargetAccuracy Evasive CLASS_Resource 2.0
maxAttackTime Evasive CLASS_Resource 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_Resource 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_Resource 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_Resource 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_Resource 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_Resource 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Evasive CLASS_NonCombat 4000.0
maxFlyAwayDist Evasive CLASS_NonCombat 3500.0
breakRange Evasive CLASS_NonCombat 3000.0
triggerHappy Evasive CLASS_NonCombat 11.0
faceTargetAccuracy Evasive CLASS_NonCombat 2.5
maxAttackTime Evasive CLASS_NonCombat 8.0
; Relative frequencies for:
flightmanTurnaround Evasive CLASS_NonCombat 1,0,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Evasive CLASS_NonCombat 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Evasive CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Evasive CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Evasive CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------NEUTRAL-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Neutral Default 3300.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Neutral Default 2600.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Neutral Default 825.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Neutral Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Neutral Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Neutral Default 8.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Neutral Default 0,0,1,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral Default 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral Default 5,5,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral Default 5,5,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral Default 10,10,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Neutral CLASS_Mothership 4000.0
maxFlyAwayDist Neutral CLASS_Mothership 3000.0
breakRange Neutral CLASS_Mothership 2000.0
triggerHappy Neutral CLASS_Mothership 11.0
faceTargetAccuracy Neutral CLASS_Mothership 2.5
maxAttackTime Neutral CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Mothership 1,0,3,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Mothership 8,3,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Mothership 13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Mothership 13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Mothership 13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Neutral CLASS_Carrier 3000.0
maxFlyAwayDist Neutral CLASS_Carrier 3500.0
breakRange Neutral CLASS_Carrier 1500.0
triggerHappy Neutral CLASS_Carrier 11.0
faceTargetAccuracy Neutral CLASS_Carrier 2.5
maxAttackTime Neutral CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Carrier 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Carrier 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Carrier 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Carrier 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Carrier 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Neutral CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Neutral CLASS_HeavyCruiser 2500.0
breakRange Neutral CLASS_HeavyCruiser 2000.0
triggerHappy Neutral CLASS_HeavyCruiser 11.0
faceTargetAccuracy Neutral CLASS_HeavyCruiser 2.5
maxAttackTime Neutral CLASS_HeavyCruiser 8.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_HeavyCruiser 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_HeavyCruiser 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Neutral CLASS_Destroyer 2000.0
maxFlyAwayDist Neutral CLASS_Destroyer 2500.0
breakRange Neutral CLASS_Destroyer 2000.0
triggerHappy Neutral CLASS_Destroyer 11.0
faceTargetAccuracy Neutral CLASS_Destroyer 2.5
maxAttackTime Neutral CLASS_Destroyer 8.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Destroyer 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Destroyer 1,0,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Neutral CLASS_Frigate 4000.0
maxFlyAwayDist Neutral CLASS_Frigate 3500.0
breakRange Neutral CLASS_Frigate 1000.0 //725
triggerHappy Neutral CLASS_Frigate 11.0
faceTargetAccuracy Neutral CLASS_Frigate 1.0
maxAttackTime Neutral CLASS_Frigate 8.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Frigate 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Frigate 1,0,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Frigate 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Frigate 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Frigate 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Neutral CLASS_Corvette 1200.0
maxFlyAwayDist Neutral CLASS_Corvette 2600.0
breakRange Neutral CLASS_Corvette 450.0
triggerHappy Neutral CLASS_Corvette 11.0
faceTargetAccuracy Neutral CLASS_Corvette 4.5
maxAttackTime Neutral CLASS_Corvette 8.0
Relative frequenciesfor:
flightmanTurnaround Neutral CLASS_Corvette 1,0,3,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Corvette 0,0,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Corvette 0,0,0,0,0,0,0,0; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Corvette 0,0,0,0,0,0,0,0; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Corvette 0,0,0,0,0,0,0,0; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Neutral CLASS_Fighter 900.0
maxFlyAwayDist Neutral CLASS_Fighter 3400.0
breakRange Neutral CLASS_Fighter 400.0
triggerHappy Neutral CLASS_Fighter 11.0
faceTargetAccuracy Neutral CLASS_Fighter 0.5
maxAttackTime Neutral CLASS_Fighter 8.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Fighter 1,0,5,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Fighter 0,0,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Fighter 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Fighter 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Fighter 0,0,0,0,0,0,0,6 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Neutral CLASS_Resource 3000.0
maxFlyAwayDist Neutral CLASS_Resource 3500.0
breakRange Neutral CLASS_Resource 2000.0
triggerHappy Neutral CLASS_Resource 11.0
faceTargetAccuracy Neutral CLASS_Resource 2.0
maxAttackTime Neutral CLASS_Resource 8.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_Resource 1,4,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_Resource 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_Resource 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_Resource 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_Resource 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Neutral CLASS_NonCombat 2000.0
maxFlyAwayDist Neutral CLASS_NonCombat 2500.0
breakRange Neutral CLASS_NonCombat 2000.0
triggerHappy Neutral CLASS_NonCombat 11.0
faceTargetAccuracy Neutral CLASS_NonCombat 2.5
maxAttackTime Neutral CLASS_NonCombat 8.0
; Relative frequencies for:
flightmanTurnaround Neutral CLASS_NonCombat 1,0,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Neutral CLASS_NonCombat 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Neutral CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Neutral CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Neutral CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;|||||||||||||||||||||||||||||||||||||||||------AGGRESSIVE-------||||||||||||||||||||||||||||||||||||||||||||||||||||||
;[Default] -- used for ships where nothing else is defined (default behaviour)
;
flyPastDist Aggressive Default 2300.0 ; dist which ship will try to fly past target - relative to CENTRE of ship
maxFlyAwayDist Aggressive Default 2600.0 ; maximum distance ship will fly away from target - relative to CENTRE of ship
breakRange Aggressive Default 925.0 ; range at which ship will break off for another pass - relative to SURFACE of ship
triggerHappy Aggressive Default 11.0 ; how close in degrees the ship needs to be to fire fixed guns
faceTargetAccuracy Aggressive Default 2.0 ; within how many degrees will try to align itself with target
maxAttackTime Aggressive Default 8.0 ; maximum time ship will attack before breaking
; Relative frequencies for:
flightmanTurnaround Aggressive Default 1,0,1,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive Default 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive Default 5,5,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive Default 5,5,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive Default 10,10,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Mothership]
;
flyPastDist Aggressive CLASS_Mothership 4000.0
maxFlyAwayDist Aggressive CLASS_Mothership 4000.0
breakRange Aggressive CLASS_Mothership 2000.0
triggerHappy Aggressive CLASS_Mothership 11.0
faceTargetAccuracy Aggressive CLASS_Mothership 2.5
maxAttackTime Aggressive CLASS_Mothership 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Mothership 2,0,3,2,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Mothership 8,3,1,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Mothership 13,13,18,0,18,13,13,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Mothership 13,13,18,0,18,13,13,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Mothership 13,13,18,0,18,13,13,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Carrier]
;
flyPastDist Aggressive CLASS_Carrier 2000.0
maxFlyAwayDist Aggressive CLASS_Carrier 3500.0
breakRange Aggressive CLASS_Carrier 1900.0
triggerHappy Aggressive CLASS_Carrier 11.0
faceTargetAccuracy Aggressive CLASS_Carrier 2.5
maxAttackTime Aggressive CLASS_Carrier 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Carrier 1,0,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Carrier 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Carrier 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Carrier 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Carrier 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_HeavyCruiser]
;
flyPastDist Aggressive CLASS_HeavyCruiser 3000.0
maxFlyAwayDist Aggressive CLASS_HeavyCruiser 3500.0
breakRange Aggressive CLASS_HeavyCruiser 1000.0
triggerHappy Aggressive CLASS_HeavyCruiser 11.0
faceTargetAccuracy Aggressive CLASS_HeavyCruiser 2.5
maxAttackTime Aggressive CLASS_HeavyCruiser 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_HeavyCruiser 1,0,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_HeavyCruiser 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_HeavyCruiser 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Destroyer]
;
flyPastDist Aggressive CLASS_Destroyer 2000.0
maxFlyAwayDist Aggressive CLASS_Destroyer 4500.0
breakRange Aggressive CLASS_Destroyer 2000.0
triggerHappy Aggressive CLASS_Destroyer 11.0
faceTargetAccuracy Aggressive CLASS_Destroyer 2.5
maxAttackTime Aggressive CLASS_Destroyer 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Destroyer 1,0,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Destroyer 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Destroyer 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Frigate]
;
flyPastDist Aggressive CLASS_Frigate 2000.0
maxFlyAwayDist Aggressive CLASS_Frigate 3500.0
breakRange Aggressive CLASS_Frigate 2000.0 //725
triggerHappy Aggressive CLASS_Frigate 11.0
faceTargetAccuracy Aggressive CLASS_Frigate 2.0
maxAttackTime Aggressive CLASS_Frigate 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Frigate 1,0,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Frigate 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Frigate 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Frigate 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Frigate 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Corvette]
;
flyPastDist Aggressive CLASS_Corvette 1000.0
maxFlyAwayDist Aggressive CLASS_Corvette 1000.0
breakRange Aggressive CLASS_Corvette 350.0
triggerHappy Aggressive CLASS_Corvette 11.0
faceTargetAccuracy Aggressive CLASS_Corvette 3.5
maxAttackTime Aggressive CLASS_Corvette 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Corvette 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Corvette 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Corvette 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Corvette 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Corvette 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Fighter]
;
flyPastDist Aggressive CLASS_Fighter 700.0
maxFlyAwayDist Aggressive CLASS_Fighter 1800.0
breakRange Aggressive CLASS_Fighter 400.0
triggerHappy Aggressive CLASS_Fighter 11.0
faceTargetAccuracy Aggressive CLASS_Fighter 0.5
maxAttackTime Aggressive CLASS_Fighter 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Fighter 1,0,2,0,0 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Fighter 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Fighter 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Fighter 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Fighter 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_Resource]
;
flyPastDist Aggressive CLASS_Resource 4000.0
maxFlyAwayDist Aggressive CLASS_Resource 2500.0
breakRange Aggressive CLASS_Resource 3000.0
triggerHappy Aggressive CLASS_Resource 11.0
faceTargetAccuracy Aggressive CLASS_Resource 2.0
maxAttackTime Aggressive CLASS_Resource 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_Resource 1,0,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_Resource 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_Resource 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_Resource 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_Resource 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;[CLASS_NonCombat]
;
flyPastDist Aggressive CLASS_NonCombat 3000.0
maxFlyAwayDist Aggressive CLASS_NonCombat 2500.0
breakRange Aggressive CLASS_NonCombat 1000.0
triggerHappy Aggressive CLASS_NonCombat 11.0
faceTargetAccuracy Aggressive CLASS_NonCombat 2.5
maxAttackTime Aggressive CLASS_NonCombat 8.0
; Relative frequencies for:
flightmanTurnaround Aggressive CLASS_NonCombat 1,0,2,1,1 ; Turnaround: DONOTHING, FLIPTURN, HARDBANK, IMMELMAN, SPLIT_S
flightmanAIP Aggressive CLASS_NonCombat 1,1,0,0,0 ; Attack in progrees: NO_AIP, BARREL_ROLL, WHIP_STRAFE, HELIX_DELIVERY, BARRELROLL_OUT
flightmanEvasiveBehind Aggressive CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Enemy behind evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasiveFront Aggressive CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Enemy in front evasive: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
flightmanEvasivePure Aggressive CLASS_NonCombat 0,0,0,0,0,0,0,0 ; Just run away!: ROLLAWAY, SOFTBANK, SPLITS_EVASIVE, SLALOM, SIDESTEP, LOYOYO, HIYOYO, SPEEDBRAKE
;Dock Points
;=---------=
NUMBER_OF_DOCK_POINTS 1
; format is DockPoint name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection] (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
DockPoint Link,DPT_Link,185,185,200,0,2
;Explosions
;=--------=
explosionType ET_InterceptorExplosion
;Engine
;=----=
trailSegments 10
trailGranularity 2
trailColor 0, 0, 0, 0, 0 ;grey team
trailColor 0, 1, 238, 238, 238
trailColor 0, 4, 141, 106, 87
trailColor 0, 9, 0, 0, 0
trailColor 1, 0, 0, 0, 0 ;red team
trailColor 1, 1, 225, 124, 33
trailColor 1, 4, 146, 0, 0
trailColor 1, 9, 0, 0, 0
trailColor 2, 0, 0, 0, 0 ;blue team
trailColor 2, 1, 11, 255, 255
trailColor 2, 4, 51, 0, 243
trailColor 2, 9, 0, 0, 0
trailColor 3, 0, 0, 0, 0 ;green team
trailColor 3, 1, 201, 254, 39
trailColor 3, 4, 0, 84, 4
trailColor 3, 9, 0, 0, 0
trailColor 4, 0, 0, 0, 0 ;yellow team
trailColor 4, 1, 255, 240, 97
trailColor 4, 4, 160, 124, 0
trailColor 4, 9, 0, 0, 0
trailColor 5, 0, 0, 0, 0 ;orange team
trailColor 5, 1, 225, 255, 11
trailColor 5, 4, 160, 124, 0
trailColor 5, 9, 0, 0, 0
trailColor 6, 0, 0, 0, 0 ;purple team
trailColor 6, 1, 255, 135, 157
trailColor 6, 4, 121, 0, 135
trailColor 6, 9, 0, 0, 0
trailColor 7, 0, 0, 0, 0 ;pale blue-green team
trailColor 7, 1, 45, 255, 149
trailColor 7, 4, 0, 105, 137
trailColor 7, 9, 0, 0, 0
;Engine trails
;=-----------=
trailWidth 12
trailHeight 6
trailAngle 0
trailSpriteRadius 30
trailSpriteOffset -3.5
;Scaling effects
;=--------=
N-LIPS 0.00025 ; Max value for Interceptors 0.0005
;Navlights
;=---------=
;NUMBER_OF_NAV_LIGHTS 3
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
;NavLight red, NAVLIGHT_FadeOnOff, 2, 1, 0, 6, 2, etg\textures\star32
;NavLight green, NAVLIGHT_FadeOnOff, 2, 1, 0, 6, 2, etg\textures\star32
;NavLight player, NAVLIGHT_FadeOnOff, 2, 1, 0, 6, 2, etg\textures\star32