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tcarrier.shp
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Text File
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2001-11-11
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11KB
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249 lines
[tCarrier]
;=------------------------------=;
Imperial Escort Carrier
;=------------------------------=;
;Source Files
;=----------=
pMexData tCarrier\Rl0\LOD0\tCarrier.mex
LODFile tCarrier.lod
;Ship Physics
;=----------=
mass 10000 ; ship mass [fighter = 1]
momentOfInertiaX 10000 ; resistance to rotation
momentOfInertiaY 10000 ; [fighter = 1]
momentOfInertiaZ 10000
maxvelocity 360.0//6x60MGLT ; [fighter = 1000]
maxrot 10 ; maximum rotation speed [don't make faster than ~10]
thruststrength[TRANS_UP] 35.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 35.0
thruststrength[TRANS_RIGHT] 35.0
thruststrength[TRANS_LEFT] 35.0
thruststrength[TRANS_FORWARD] 35.0
thruststrength[TRANS_BACK] 50.0
rotstrength[ROT_YAWLEFT] 0.26 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 0.26
rotstrength[ROT_PITCHUP] 0.0
rotstrength[ROT_PITCHDOWN] 0.0
rotstrength[ROT_ROLLRIGHT] 0.0
rotstrength[ROT_ROLLLEFT] 0.0
turnspeed[TURN_YAW] 0.15 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.0
turnspeed[TURN_ROLL] 0.0
;Basic Ship Stats
;=--------------=
shipclass CLASS_Carrier
isCapitalShip TRUE
buildCost 2000 ; resource units to build
buildTime 350 ; time in seconds to build
supportUnits 0 ; Support Units required
providesSU 20
TimeShockedByEMP 0.75 ; time in seconds the ship will be paralized when hit by one EMP charge
maxhealth 72000 ; hit points
groupSize 1 ; size of group ships of this type tend to form
repairTime 5 ; every this many seconds
repairDamage 350 ; this much damage is repaired
repairCombatTime 10 ; every this many seconds
repairCombatDamage 85 ; this much damage is repaired
repairDroids 20
externalBuild TRUE ; if TRUE, ship is built externally
fowRadius 9000
forceFieldProtectionDistanceScale 1.1
approxcollmodifier 1.0 ; use only % of collspheresize for rough approximations
avoidcollmodifier 0.8 ; use only % of collspheresize for collision avoidance
blastRadiusShockWave 1.0
blastRadiusDamage 125
minimumZoomDistance 1200
;Special
;=-----=
canBuildShips TRUE ; ship can build ships
canReceiveShips TRUE ; other ships can dock in this ship
canReceiveResources TRUE ; Resource Collectors,etc can deposit resources in this ship
canReceiveShipsPermanently TRUE ; ships can dock permanently here
canReceiveShipsForRetire TRUE ; ships can dock here and be converted to RU's!
canReceiveFighters TRUE
canReceiveCorvettes TRUE
canReceiveResourceCollectors TRUE
canReceiveOtherNonCapitalShips TRUE
maxDockableFighters 50
maxDockableCorvettes 25
dockShipRange 1000.0 ; how close ships should get before considering docking (to ship surface)
dockLightNear 180.0
dockLightFar 320.0
dockLightColor 120,194,255
Overlay_Selection_Scalar 1.3 ; scale the tactical overlay by this amount
repairApproachDistance 1800.0
canSpecialBandBoxFriendlies TRUE
RKOEatMeTime 5 ;Time Rko will take to eat this ship
RKOGetsMissiles 7 ;Number missiles Rko gets for eating this ship
; Pilot View
;=---------=
pilotViewOffsetX -50.0
pilotViewOffsetY 0-455.0
pilotViewOffsetZ 845.0
;Weapons
;=------=
rotateToRetaliate TRUE
passiveRetaliateZone 6000
canTargetMultipleTargets TRUE
NUMBER_OF_GUNS 4
GUN 0
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_ENERGY
EndUpgradeLevel WEAPON_ENERGY
DamageMult 1.0
MinAngle 0
MaxAngle 75
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3000.0 ; distance bullets travel before disappearing
BulletSpeed 1600.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 2.0 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.8
BurstWaitTime 1.1
TriggerHappy 5.0
}
GUN 1
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_ENERGY
EndUpgradeLevel WEAPON_ENERGY
DamageMult 1.0
MinAngle 0
MaxAngle 75
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3000.0 ; distance bullets travel before disappearing
BulletSpeed 1600.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 2.0 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.8
BurstWaitTime 1.1
TriggerHappy 5.0
}
GUN 2
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_ENERGY
EndUpgradeLevel WEAPON_ENERGY
DamageMult 1.0
MinAngle 0
MaxAngle 100
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3000.0 ; distance bullets travel before disappearing
BulletSpeed 1600.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 2.0 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.8
BurstWaitTime 1.1
TriggerHappy 5.0
}
GUN 3
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_ENERGY
EndUpgradeLevel WEAPON_ENERGY
DamageMult 1.0
MinAngle 0
MaxAngle 100
BulletLength 15.0 ; visual only. Length of bullet on screen
BulletRange 3000.0 ; distance bullets travel before disappearing
BulletSpeed 1600.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 2.0 ; fire repeat rate (reciprocal = shots/second)
BurstFireTime 0.8
BurstWaitTime 1.1
TriggerHappy 5.0
}
;Gun Bindings
;=------------=
;NONE
;Dock Points
;=-----------=
NUMBER_OF_DOCK_POINTS 21
; 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 In1,DPT_Small_In,1300,1300,1300,6,0
DockPoint In2,DPT_Small_In,1300,1300,1300,6,0
DockPoint Out1,DPT_Small_Out,1300,1300,1300,2,0
DockPoint Out2,DPT_Small_Out,1300,1300,1300,2,0
DockPoint Frigate,DPT_Med_In,1300,1300,1300,2,0 ; TODO: Make a proper light for this.
DockPoint Frigate,DPT_Med_Out,1300,1300,1300,2,0
DockPoint Res0,DPT_Resourcer_RU_Transfer,700,700,1000,0,2
DockPoint Res1,DPT_Resourcer_RU_Transfer,700,700,1000,0,2
;DockPoint Point1,DPT_Salvage,500,500,600,0,2
;DockPoint Point2,DPT_Salvage,500,500,600,0,2
;DockPoint Point3,DPT_Salvage,500,500,600,0,2
;DockPoint Point4,DPT_Salvage,500,500,600,0,2
;DockPoint Point5,DPT_Salvage,500,500,600,0,2
DockPoint salproc,DPT_SalvageProcess,500,500,600,0,2 ; DS - Glenn needs to add light. This if for salvaging the big gun in mission 10.
DockPoint Leech0,DPT_Leech,500,500,600,0,2
DockPoint Leech1,DPT_Leech,500,500,600,0,2
DockPoint Leech2,DPT_Leech,500,500,600,0,2
DockPoint Leech3,DPT_Leech,500,500,600,0,2
DockPoint Leech4,DPT_Leech,500,500,600,0,2
DockPoint Leech5,DPT_Leech,500,500,600,0,2
DockPoint Leech6,DPT_Leech,500,500,600,0,2
DockPoint Leech7,DPT_Leech,500,500,600,0,2
DockPoint Leech8,DPT_Leech,500,500,600,0,2
DockPoint Leech9,DPT_Leech,500,500,600,0,2
DockPoint Leech10,DPT_Leech,500,500,600,0,2
DockPoint Leech11,DPT_Leech,500,500,600,0,2
;Explosions
;=--------=
explosionType ET_CarrierExplosion
;Engine
;=---------=
trailWidth 400.0
trailHeight 290.0
trailLength 560.0
;trailRibbonAdjust 1.32
trailScaleCap 0.000094
;NavLights
;=--------=
NUMBER_OF_NAV_LIGHTS 8
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight caution1, NAVLIGHT_FadeOnOff, 1, 1, 0, 10, 2, etg\textures\star32
NavLight caution2, NAVLIGHT_FadeOnOff, 1, 1, 0, 10, 2, etg\textures\star32
NavLight bow1, NAVLIGHT_FadeOnOff, 0.5, 1, 0, 10, 2, etg\textures\star32
NavLight bow2, NAVLIGHT_FadeOnOff, 0.5, 1, 0, 10, 2, etg\textures\star32
NavLight antenna1, NAVLIGHT_FadeOnOff, 2, 0.5, 0, 7, 2, etg\textures\star32
NavLight antenna2, NAVLIGHT_FadeOnOff, 2, 0.5, 0, 7, 2, etg\textures\star32
NavLight antenna3, NAVLIGHT_FadeOnOff, 2, 0.5, 0, 7, 2, etg\textures\star32
NavLight side, NAVLIGHT_FadeOnOff, 2, 0.8, 0, 7, 2, etg\textures\star32
;Animation
;=---------=
;NONE