home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
The Games Machine 155
/
XENIATGM155.iso
/
Gioco Allegato
/
Mods
/
SWRv0.1.exe
/
SWRv0.1
/
race_taidan
/
tstandarddestroyer.shp
< prev
next >
Wrap
Text File
|
2001-12-24
|
17KB
|
387 lines
[tStandardDestroyer]
;=-----------------------------=;
Imperial Strike Cruiser
;=-----------------------------=;
;Source Files
;=----------=
pMexData tStandardDestroyer\Rl0\LOD0\tStandardDestroyer.mex
LODFile tStandardDestroyer.lod
;Ship Physics
;=----------=
mass 1800 ; ship mass [fighter = 1]
momentOfInertiaX 1800 ; resistance to rotation
momentOfInertiaY 1800 ; [fighter = 1]
momentOfInertiaZ 1800
maxvelocity 360.0//6x60MGLT ; [fighter = 1000]
maxrot 10 ; maximum rotation speed [don't make faster than ~10]
thruststrength[TRANS_UP] 15.0 ; acceleration (m/s^2) [1-1000 approx. range]
thruststrength[TRANS_DOWN] 15.0
thruststrength[TRANS_RIGHT] 15.0
thruststrength[TRANS_LEFT] 15.0
thruststrength[TRANS_FORWARD] 25.0
thruststrength[TRANS_BACK] 50.0
rotstrength[ROT_YAWLEFT] 0.1 ; rotational acceleration (deg/s^2) [0.01 - 1.0]
rotstrength[ROT_YAWRIGHT] 0.1
rotstrength[ROT_PITCHUP] 0.0
rotstrength[ROT_PITCHDOWN] 0.0
rotstrength[ROT_ROLLRIGHT] 0.0
rotstrength[ROT_ROLLLEFT] 0.0
turnspeed[TURN_YAW] 0.1 ; speed at which ship tries to turn (1=standard)
turnspeed[TURN_PITCH] 0.0
turnspeed[TURN_ROLL] 0.0
;Basic Ship Stats
;=--------------=
shipclass CLASS_Destroyer
isCapitalShip TRUE
buildCost 1350 ; resource units to build
buildTime 150 ; time in seconds to build
supportUnits 24 ; Support Units required
providesSU 0
TimeShockedByEMP 1.0 ; time in seconds the ship will be paralized when hit by one EMP charge
maxhealth 44000 ; hit points
groupSize 1 ; size of group ships of this type tend to form
repairTime 5 ; every this many seconds
repairDamage 330 ; this much damage is repaired
repairCombatTime 10 ; every this many seconds
repairCombatDamage 75 ; this much damage is repaired
repairDroids 10
externalBuild FALSE ; if TRUE, ship is built externally
fowRadius 9000
forceFieldProtectionDistanceScale 1.1
approxcollmodifier 1.0 ; use only % of collspheresize for rough approximations
avoidcollmodifier 1.0 ; use only % of collspheresize for collision avoidance
blastRadiusShockWave 1.75
blastRadiusDamage 125
minimumZoomDistance 600
;Special
;=--------=
Overlay_Selection_Scalar 0.8 ; scale the tactical overlay by this amount
RKOEatMeTime 5 ;Time Rko will take to eat this ship
RKOGetsMissiles 7 ;Number missiles Rko gets for eating this ship
; Pilot View
;=---------=
pilotViewOffsetX 35.0
pilotViewOffsetY 0.0
pilotViewOffsetZ 400.0
;Weapons
;=------=
rotateToRetaliate TRUE
passiveRetaliateZone 7000
canTargetMultipleTargets TRUE
NUMBER_OF_GUNS 15
GUN 0
{
Type GUN_HiddenGimble
GunSize GUNSIZE_SMALL
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 1
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 2
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 3
{
Type GUN_HiddenGimble
GunSize GUNSIZE_VERYLARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 4
{
Type GUN_HiddenGimble
GunSize GUNSIZE_VERYLARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 5
{
Type GUN_HiddenGimble
GunSize GUNSIZE_SMALL
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 6
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 7
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 8
{
Type GUN_HiddenGimble
GunSize GUNSIZE_VERYLARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 9
{
Type GUN_HiddenGimble
GunSize GUNSIZE_VERYLARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 10
{
Type GUN_HiddenGimble
GunSize GUNSIZE_SMALL
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 11
{
Type GUN_HiddenGimble
GunSize GUNSIZE_MEDIUM
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 12
{
Type GUN_HiddenGimble
GunSize GUNSIZE_LARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 13
{
Type GUN_HiddenGimble
GunSize GUNSIZE_VERYLARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
GUN 14
{
Type GUN_HiddenGimble
GunSize GUNSIZE_VERYLARGE
StartUpgradeLevel WEAPON_PROJECTILE
EndUpgradeLevel WEAPON_PROJECTILE
DamageMult 1.3
MinAngle 0
MaxAngle 90
BulletLength 20.0 ; visual only. Length of bullet on screen
BulletRange 2500.0 ; distance bullets travel before disappearing
BulletLifetime 1.0
BulletSpeed 8700.0 ; measured in m/s.
BulletMass 0.0 ; mass of bullet
FireTime 1.0 //1.5 ; fire repeat rate (reciprocal = shots/second)
}
;Explosions
;=--------=
explosionType ET_CarrierExplosion
;Engine
;=------=
trailWidth 180.0
trailHeight 180.0
trailLength 210.0
trailScaleCap 0.000154
;Scaling effects
;=--------=
N-LIPS 0.00005 ; Max value for Interceptors 0.0005
;NavLights
;=---------=
NUMBER_OF_NAV_LIGHTS 5
; format is NavLight name, type, blinkrate (in seconds), size (in meters), min LOD, texture name
NavLight antenna, NAVLIGHT_FadeOnOff, 2, 1, 0, 7, 2, etg\textures\star32
NavLight antenna1, NAVLIGHT_FadeOnOff, 2, 1, 0, 7, 2, etg\textures\star32
NavLight antenna2, NAVLIGHT_FadeOnOff, 2, 1, 0, 7, 2, etg\textures\star32
NavLight wing1, NAVLIGHT_FadeOnOff, 0.5, 1, 0, 10, 2, etg\textures\star32
NavLight wing2, NAVLIGHT_FadeOnOff, 0.5, 1, 0, 10, 2, etg\textures\star32
;Animation
;=--------=
;NONE
;Dock Points
;=---------=
; format is DockPoint name,type,flyawaydist,mindist,maxdist,[headingdirection,updirection] (0=up,1=right,2=forward,4=down,5=left,6=back) for direction
NUMBER_OF_DOCK_POINTS 15
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 Leech0,DPT_Leech,500,500,500,0,2
DockPoint Leech1,DPT_Leech,500,500,500,0,2
DockPoint Leech2,DPT_Leech,500,500,500,0,2
DockPoint Leech3,DPT_Leech,500,500,500,0,2
DockPoint Leech4,DPT_Leech,500,500,500,0,2
DockPoint Leech5,DPT_Leech,500,500,500,0,2
DockPoint Leech6,DPT_Leech,500,500,500,0,2
DockPoint Leech7,DPT_Leech,500,500,500,0,2
DockPoint Leech8,DPT_Leech,500,500,500,0,2
DockPoint Leech9,DPT_Leech,500,500,500,0,2
DockPoint Leech10,DPT_Leech,500,500,500,0,2
DockPoint Leech11,DPT_Leech,500,500,500,0,2