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Re: DS II Ideas


bhaalshad
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If there is a topic already on this did not see one. Looking through this Forum I see a few Dif. topics about sharing modles, units etc... Though it would be nice to have an area where we can share code. Ie... Unlocked, modified, or just new units, projectiles, hard points what ever. To start it off I'll post a few, one of wich I had in another area here as well.
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Dark Adept For FoC....

 

Here is a pic of the Adept.

http://i90.photobucket.com/albums/k240/bhaalshad/Dark_Adept.jpg

 

(icon and text entries are part of FoC so you do not "have" to edit.) You will need to make a ref to this file in GameObjectFiles.xml

 

Place Units_land_darkside_adepts.xml in GameObjectFiles.xml

 

Save the following as Units_land_darkside_adepts.xml

<?xml version="1.0"?>
<Units_land_darkside_adepts_data>


   <GroundInfantry Name="Darkside_Adepts">
<Is_Generic_Hero>No</Is_Generic_Hero>
      <Is_Force_Sensitive>Yes</Is_Force_Sensitive>
      <Victory_Relevant>yes</Victory_Relevant>
      <Text_ID>TEXT_UNIT_DARKSIDE_ADEPT</Text_ID>
      <Encyclopedia_Text> TEXT_TOOLTIP_DARKSIDE_ADEPT </Encyclopedia_Text>
      <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_DARKSIDE_ADEPT </Encyclopedia_Unit_Class>

      <Land_Model_Name>NI_DarkSideAdepts.alo</Land_Model_Name>
      <Icon_Name>i_button_sith.tga</Icon_Name>

      <GalacticBehavior> SELECTABLE </GalacticBehavior>
      <LandBehavior> SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT </LandBehavior>
      <Garrison_Category> Infantry </Garrison_Category>
      
      <!-- Lightsaber holstering data -->
      <SFXEvent_Draw_Weapon> Unit_Light_Saber_On </SFXEvent_Draw_Weapon>
      <SFXEvent_Holster_Weapon> Unit_Light_Saber_Off </SFXEvent_Holster_Weapon>
      <Holster_Weapon_Bone_Name> b_saber </Holster_Weapon_Bone_Name>
      <Holster_Drawn_Bone_Translation> 0.0, 0.0, 0.0 </Holster_Drawn_Bone_Translation>
      <Holster_Holstered_Bone_Translation> 0.0, -5.835, 0.0 </Holster_Holstered_Bone_Translation>
      <Holster_Transition_Time_In_Secs> 0.17 </Holster_Transition_Time_In_Secs>
      <Holster_Minimum_Drawn_Time_In_Secs> 15.0 </Holster_Minimum_Drawn_Time_In_Secs>
      <Holster_Disable_Engine_Loops> Yes </Holster_Disable_Engine_Loops>


      <SFXEvent_Engine_Idle_Loop> Unit_Vader_Lightsaber_Idle_Loop </SFXEvent_Engine_Idle_Loop>
      <SFXEvent_Engine_Moving_Loop> Unit_Vader_Lightsaber_Moving_Loop </SFXEvent_Engine_Moving_Loop>
      <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Vader_Lightsaber_Cinematic_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

      <SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
      <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
      <Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
      <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
      <CanCellStack>yes</CanCellStack>
      <Movement_Animation_Speed> 0.8 </Movement_Animation_Speed>
      <Max_Speed>1</Max_Speed>
      <Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
      <Custom_Soft_Footprint_Radius> 6.5 </Custom_Soft_Footprint_Radius>
      <Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
      <Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
      <Space_Layer> Land </Space_Layer>
      <UnitCollisionClass> Infantry </UnitCollisionClass>
      <FormationSpacing> .5 </FormationSpacing>
      <MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
      <Min_Speed> .1 </Min_Speed>
      <OverrideAcceleration> .1 </OverrideAcceleration>
      <OverrideDeceleration> .25 </OverrideDeceleration>
      <Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>
      <Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
      <Select_Box_Scale>27</Select_Box_Scale>
      <Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
      <!--
      <Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
           <Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>
      -->
      <Mass>1.0</Mass>
      <Scale_Factor>1.75</Scale_Factor>
      <!--<Is_Sprite>No</Is_Sprite>-->
      <Type>Walk</Type>
      <Affiliation>Empire,Underworld</Affiliation>
      <!-- If you want heroes to contribute to political control, use Political_Control_Bonus_Ability -->
   <Political_Faction>Empire,Underworld</Political_Faction>
      <Size_Value>75</Size_Value>

      <Armor_Type> Armor_Hero </Armor_Type>
      <Damage>100</Damage>
      <Autoresolve_Health>600</Autoresolve_Health>
      <Tactical_Health>500</Tactical_Health>

      <Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
      <Projectile_Types>Proj_Lightsaber_Adept</Projectile_Types>
      <Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
      <Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier>
      <Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
      <Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
      <Projectile_Appearance_Delay_Frames> 16 </Projectile_Appearance_Delay_Frames>
      <Projectile_Fire_Recharge_Seconds>1</Projectile_Fire_Recharge_Seconds>

      <SFXEvent_Select>Unit_Select_Darkside_Adept</SFXEvent_Select>
      <SFXEvent_Move>Unit_Move_Darkside_Adept</SFXEvent_Move>
      <SFXEvent_Attack>Unit_Attack_Darkside_Adept</SFXEvent_Attack>
      <SFXEvent_Assist_Move>Unit_Assist_Move_Darkside_Adept</SFXEvent_Assist_Move>
      <SFXEvent_Assist_Attack>Unit_Assist_Attack_Darkside_Adept</SFXEvent_Assist_Attack>
      <SFXEvent_Guard>Unit_Guard_Darkside_Adept</SFXEvent_Guard>
      <SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
      <Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>

      <SFXEvent_Health_Low_Warning> Unit_Attack_Darkside_Adept </SFXEvent_Health_Low_Warning>
      <SFXEvent_Health_Critical_Warning> Unit_Attack_Darkside_Adept </SFXEvent_Health_Critical_Warning>

      <Stealth_Capable>No</Stealth_Capable>
      <Victory_Relevant>yes</Victory_Relevant>
<CategoryMask> Infantry </CategoryMask> <!-- LandHero -->
      <Ranking_In_Category> 2 </Ranking_In_Category>
      <MovementClass>Infantry</MovementClass>
      <OccupationStyle>1x1</OccupationStyle>
      <Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
      <Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
      <Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
      <Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
      <Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
      
      <Has_Land_Evaluator>True</Has_Land_Evaluator>
      <AI_Combat_Power>600</AI_Combat_Power>
          <Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
      <Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
      <Neutralization_Cost>125.0</Neutralization_Cost>
      <Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
      <Can_Be_Neutralized_By_Minor_Heroes>Yes</Can_Be_Neutralized_By_Minor_Heroes>
      <Idle_Chase_Range>50</Idle_Chase_Range>
      <Guard_Chase_Range>100</Guard_Chase_Range>
      <Attack_Move_Response_Range>200</Attack_Move_Response_Range>
      <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
      <Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>
      <Autonomous_Move_Extension_Vs_Attacker>50</Autonomous_Move_Extension_Vs_Attacker>

      <Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>

      <Death_Fade_Time>0.25</Death_Fade_Time>
      <Death_Persistence_Duration>0.0</Death_Persistence_Duration>

    <Unit_Abilities_Data SubObjectList="Yes">

   <!-- Primary ability -->
            <Unit_Ability>
                <Type>FORCE_CLOAK</Type>
                <Recharge_Seconds>10.0</Recharge_Seconds>
      <Expiration_Seconds>60.0</Expiration_Seconds>
                <GUI_Activated_Ability_Name> Jedi_Force_Cloak </GUI_Activated_Ability_Name> 
      <SFXEvent_GUI_Unit_Ability_Activated> Unit_Cloak_Luke_Land</SFXEvent_GUI_Unit_Ability_Activated>
                <Effective_Radius> 500.0 </Effective_Radius>
            </Unit_Ability>
      <!-- Secondary ability -->
         <Unit_Ability>
           <Type>TARGETED_INVULNERABILITY</Type>
           <Recharge_Seconds>60.0</Recharge_Seconds>
           <GUI_Activated_Ability_Name/>
           <Spawned_Object_Type> Proj_Special_Obiwan_Instant_Invulnerability_Blast </Spawned_Object_Type>
           <Effective_Radius>400</Effective_Radius>
           <Friendly_Ability> true </Friendly_Ability>
         </Unit_Ability>
    </Unit_Abilities_Data>
    <Abilities SubObjectList="Yes">

            <Force_Cloak_Ability Name="Jedi_Force_Cloak">
                <Activation_Style> User_Input </Activation_Style>
                <Force_Cloak_Color>255, 64, 64, 120</Force_Cloak_Color>
                <Force_Cloak_Transition_In_Secs>.4</Force_Cloak_Transition_In_Secs>
            </Force_Cloak_Ability>
            

<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
      <Redirect_Blaster_Ability Name="Squad_DJ_Redirect_Blaster">
        <Activation_Style>Take_Damage</Activation_Style>
        <!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
        <Redirect_Chance>0.15</Redirect_Chance>
        <Block_Chance>0.30</Block_Chance>
        <Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
        <Max_Projectile_Redirection_Angle_In_Degrees> 135.0 </Max_Projectile_Redirection_Angle_In_Degrees>
        <Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
        <!-- We can block/redirect shots from the following units types: -->
        <Applicable_Unit_Categories>Infantry, LandHero</Applicable_Unit_Categories>
        <Applicable_Unit_Types/>
        <SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
      </Redirect_Blaster_Ability>
      
      <Earthquake_Attack_Ability Name="Squad_DJ_Attack_Structures">
        <Activation_Style>Special_Attack</Activation_Style>
        <Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
        <Activation_Min_Range>0.0</Activation_Min_Range>
        <Activation_Max_Range>120.0</Activation_Max_Range>
        <Activation_Chance>1.0</Activation_Chance>
        <Damage_Amount>0.0</Damage_Amount>
        <Damage_Percentage>0.03</Damage_Percentage>
        <Damage_Interval_In_Secs>0.4</Damage_Interval_In_Secs>
        <!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
            <!-- target object must also have the EARTHQUAKE_TARGET behavior attached. -->
        <Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
        <Applicable_Unit_Types/>
        <SFXEvent_Activate/>
        <Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect>
        <Target_Particle_Bone_Name/>
      </Earthquake_Attack_Ability>
      
      <System_Spy_Ability Name="Squad_DJ_System_Spy">
        <Initially_Enabled>Yes</Initially_Enabled>
        <Activation_Style>Galactic_Automatic</Activation_Style>
        <Causes_Despawn>No</Causes_Despawn>
        <Duration_In_Secs>-1.0</Duration_In_Secs>
        <See_Force_Sensitive_Heroes>Yes</See_Force_Sensitive_Heroes>
        <See_Super_Weapons>Yes</See_Super_Weapons>
      </System_Spy_Ability>
      
    </Abilities>
    
   </GroundInfantry>


<GroundCompany Name="Darkside_Adept_Team">
      <Text_ID>TEXT_UNIT_DARKSIDE_ADEPT</Text_ID>
      <Encyclopedia_Text>TEXT_TOOLTIP_DARKSIDE_ADEPT</Encyclopedia_Text>
      <Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DARKSIDE_ADEPT</Encyclopedia_Unit_Class>
      <Encyclopedia_Good_Against> Stormtrooper Rebel_Anti_Vehicle_Turret Rebel_Mobile_Defense_Unit </Encyclopedia_Good_Against>
      <Encyclopedia_Vulnerable_To> Dark_Trooper_PhaseII Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
      <Icon_Name>i_button_sith.tga</Icon_Name>
<Show_Hero_Head>No</Show_Hero_Head>

      <GUI_Row>0</GUI_Row>
      <Is_Dummy>Yes</Is_Dummy>

      <Affiliation>Empire,Underworld</Affiliation>
      <Build_Cost_Credits>2000</Build_Cost_Credits>
      <Build_Time_Seconds>60</Build_Time_Seconds>
      <Build_Time_Reduced_By_Multiple_Factories> No </Build_Time_Reduced_By_Multiple_Factories>
      <Build_Tab_Heroes>Yes</Build_Tab_Heroes>
      <Combat_Power_Value>5</Combat_Power_Value>
      <Tech_Level>0</Tech_Level>
      <Required_Timeline>0</Required_Timeline>
      <Required_Ground_Base_Level>1</Required_Ground_Base_Level>
      <Required_Star_Base_Level>0</Required_Star_Base_Level>
      <Required_Special_Structures></Required_Special_Structures>
      <Required_Planets></Required_Planets>

      <Behavior>DUMMY_GROUND_COMPANY</Behavior>

      <Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
      <Company_Units> Darkside_Adepts </Company_Units>
      <Max_Squad_Size> 1 </Max_Squad_Size>
      
<Is_Generic_Hero>No</Is_Generic_Hero>
      <SFXEvent_Build_Complete>Unit_Complete_Sabateur</SFXEvent_Build_Complete>
      <SFXEvent_Build_Started>UHD_Build_Commander</SFXEvent_Build_Started>
      <SFXEvent_Build_Cancelled>UHD_Recruitment_Canceled</SFXEvent_Build_Cancelled>

      <Population_Value>1</Population_Value>
      <CategoryMask>Infantry</CategoryMask>
      <Score_Cost_Credits> 500 </Score_Cost_Credits>

      <Cheap_Bribe_Cost>0</Cheap_Bribe_Cost>
      <Expensive_Bribe_Cost>0</Expensive_Bribe_Cost>

      <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->  
               <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->  
      <Tactical_Build_Cost_Multiplayer>550</Tactical_Build_Cost_Multiplayer>
      <Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
      <Tactical_Build_Prerequisites>EC_Level_Three_Tech_Upgrade</Tactical_Build_Prerequisites>
      <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
      <!--
      <Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
      <Build_Limit_Lifetime_For_All_Allies>-1</Build_Limit_Lifetime_For_All_Allies>  
      -->
      <!--<MULTIPLAYER SKIRMISH VALUES END>-->
      
      

</GroundCompany>

</Units_land_darkside_adepts_data>

Edited by bhaalshad
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EaW & FoC Compliant.

This weapon shoots forth a blue ball of energy. When it explodes it lets lose a blue wave (Harmonic bomb effect) with a little bit of a punch :) The combo of effects is realy nice IMHO.

 

Add this to your projectiles.xml

<Projectile Name="Ion_Harmonic_Rocket">
	<Text_ID>TEXT_NONE</Text_ID>
	<Space_Model_Name>p_magnepulse_projectile.alo</Space_Model_Name>
	<Scale_Factor>1.0</Scale_Factor>
	<Damage_Type> Damage_IonCannon </Damage_Type>
	<Max_Speed>20</Max_Speed>
	<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
	<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
	<Projectile_Category>MISSILE</Projectile_Category>
	<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
	<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
<Projectile_Damage>500.0</Projectile_Damage>
	<Projectile_Blast_Area_Damage>500.0</Projectile_Blast_Area_Damage>
        	<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
	<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
	<Projectile_SFXEvent_Detonate_Reduced_By_Armor> 
SFX_Small_Damage_Detonation 
</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	<Projectile_Object_Armor_Reduced_Detonation_Particle>
Harmonic_Bomb_Explosion_Slave_I
</Projectile_Object_Armor_Reduced_Detonation_Particle>
	<Projectile_Disable_Engines_Duration>8.0</Projectile_Disable_Engines_Duration>
	<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
	<AI_Combat_Power>900</AI_Combat_Power>

	<Projectile_Ion_Stun_On_Detonation>Yes</Projectile_Ion_Stun_On_Detonation>
	<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
	<Projectile_Ion_Stun_Duration>8.0</Projectile_Ion_Stun_Duration>
	<Projectile_Ion_Stun_Speed_Reduction_Percent>1.5</Projectile_Ion_Stun_Speed_Reduction_Percent>
	<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>1.5</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>
	<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>

	<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
	<Projectile_Stun_Duration_Frames>5</Projectile_Stun_Duration_Frames>
	<Projectile_Stun_Radius>300</Projectile_Stun_Radius>
	<Projectile_Stun_Victims_Category_Mask> All </Projectile_Stun_Victims_Category_Mask>
	<Projectile_Stun_Spawn_Effect>Ion_Stun_Particles</Projectile_Stun_Spawn_Effect>
	<Death_Explosions>Harmonic_Bomb_Explosion_Slave_I</Death_Explosions>
	<Death_SFXEvent_Start_Die>SFX_Sizemic_Detonation</Death_SFXEvent_Start_Die>
	<Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle>
	<Projectile_Ground_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Ground_Detonation_Particle>
	<Projectile_Lifetime_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Lifetime_Detonation_Particle>
	<Projectile_Absorbed_By_Shields_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Absorbed_By_Shields_Particle>
</Projectile>

And in your Hardpoints.xml add this.

<HardPoint Name="Harmonic_Rocket">
    <Type> HARD_POINT_WEAPON_TORPEDO </Type>
    <Is_Targetable>No</Is_Targetable>
    <Is_Destroyable>No</Is_Destroyable>
    <Damage_Type> Damage_Proton_Torp </Damage_Type>
    <Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
    <Fire_Bone_B>MuzzleA_01</Fire_Bone_B>
    <Fire_Cone_Width>30.0</Fire_Cone_Width>
    <Fire_Cone_Height>30.0</Fire_Cone_Height>
    <Fire_Projectile_Type>Ion_Harmonic_Rocket</Fire_Projectile_Type>
    <Projectile_Damage>250</Projectile_Damage>
    <Max_Speed>40.5</Max_Speed>
    <Scale_Factor>1.8</Scale_Factor>
    <Fire_Min_Recharge_Seconds>1.0</Fire_Min_Recharge_Seconds>
    <Fire_Max_Recharge_Seconds>1.0</Fire_Max_Recharge_Seconds>
    <Fire_Pulse_Count>1</Fire_Pulse_Count>
    <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds>
    <Fire_Range_Distance>1000.0</Fire_Range_Distance>
    <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent>
    <Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle>
    <Projectile_Object_Armor_Reduced_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Armor_Reduced_Detonation_Particle>
    <Projectile_Absorbed_By_Shields_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Absorbed_By_Shields_Particle>

</HardPoint>

In your ship files...

Harmonic_Rocket

 

Enjoy :0

Edited by bhaalshad
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Ok, here is a Non-Hero version of the Executor. I left the SFX calls (using vaders voice.) If you want those changed too, I would just cut and paste form a ISD ship.

 

Open MasterTextFile_ENGLISH.DAT.

1:Name = TEXT_UNIT_SSD_EXECUTOR2

Text = Executor - Non Vader (or any name you wish)

 

2:Name = TEXT_HAWK_COUNTDOWN_TIMER_EXECUTOR2

Text = EXECUTOR2, Time To Completion :

 

Open GameObjectFiles.xml and add this entry.

Units_space_empire_executor2.xml

 

Save the following code as Units_space_empire_executor2.xml

<?xml version="1.0"?>
<Executor2_Files>


<SpaceUnit Name="Executor_Super_Star_Destroyer2">
	<Text_ID>TEXT_UNIT_SSD_EXECUTOR2</Text_ID>
	<Encyclopedia_Good_Against> Calamari_Cruiser Rebel_Star_Base_5 Krayt_Class_Destroyer </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> Y-wing B-Wing Skipray_Blastboat </Encyclopedia_Vulnerable_To>
	<Encyclopedia_Text> TEXT_TOOLTIP_EXECUTOR </Encyclopedia_Text>
	<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_SSD </Encyclopedia_Unit_Class>
        <Custom_Hard_XExtent> 100.0 </Custom_Hard_XExtent>
        <Custom_Hard_YExtent> 100.0 </Custom_Hard_YExtent>

<Icon_Name>i_button_EV_ExecutorStarDestroyer.tga</Icon_Name>

	<Build_Countdown_Timer> Yes </Build_Countdown_Timer>
	<Build_Countdown_Text_ID> TEXT_HAWK_COUNTDOWN_TIMER_EXECUTOR2 </Build_Countdown_Text_ID>
	<Build_Countdown_Text_RGBA> 0, 175, 255, 255 </Build_Countdown_Text_RGBA>
	<Build_Music_Completed> Galactic_Death_Star_Complete_Music_Event </Build_Music_Completed>

	<GUI_Row> 1 </GUI_Row>
	<Space_Model_Name>EV_ExecutorStarDestroyer.alo</Space_Model_Name>
	<Select_Box_Scale>890</Select_Box_Scale>
	<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
	<Mass>0.995</Mass>
	<Scale_Factor>1</Scale_Factor>
	<Size_Value>360</Size_Value>
	<No_Colorization_Color> 255, 255, 255, 255 </No_Colorization_Color>
	<Radar_Icon_Name>i_radar_Executor.tga</Radar_Icon_Name>
	<Radar_Icon_Scale_Land>0.70</Radar_Icon_Scale_Land>
	<Radar_Icon_Scale_Space>0.70</Radar_Icon_Scale_Space>
	<Radar_Icon_Size>0.4  0.4</Radar_Icon_Size>
        	<Max_Speed>1.8</Max_Speed>
	<Max_Rate_Of_Turn>2.4</Max_Rate_Of_Turn>
	<Max_Rate_Of_Roll>1.2</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>25</Bank_Turn_Angle>	
	<Max_Thrust>1.2</Max_Thrust>
	<Hyperspace>Yes</Hyperspace>
	<Hyperspace_Speed>1</Hyperspace_Speed>
	<Maintenance_Cost>0.3</Maintenance_Cost>
	<MovementClass> Space </MovementClass>
	<Space_Layer> Capital </Space_Layer>
	<Ship_Class>Capital</Ship_Class>
	<Layer_Z_Adjust>-500.0</Layer_Z_Adjust>
	<OverrideAcceleration> .02 </OverrideAcceleration>
	<OverrideDeceleration> .02 </OverrideDeceleration>

	<Affiliation>Empire</Affiliation>
	<Tech_Level>0</Tech_Level>
	<Required_Timeline>0</Required_Timeline>
	<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
<Required_Star_Base_Level>5</Required_Star_Base_Level>
	<Required_Special_Structures/>
	<Required_Planets/>
        	<Build_Cost_Credits>6000</Build_Cost_Credits>
        	<Build_Time_Seconds>75</Build_Time_Seconds>
	<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
<Surface_Bombardment_Capable>yes</Surface_Bombardment_Capable>
<Political_Faction>Empire</Political_Faction>
	<Cheap_Bribe_Cost>200</Cheap_Bribe_Cost>
	<Expensive_Bribe_Cost>400</Expensive_Bribe_Cost>
	<Tactical_Bribe_Cost>3200</Tactical_Bribe_Cost>

	<Armor_Type> Armor_Station  </Armor_Type>
	<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
	<Autoresolve_Health>17500</Autoresolve_Health>
	<Tactical_Health>2500</Tactical_Health>
	<Shield_Points>2500</Shield_Points>
	<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
	<Energy_Capacity>99999</Energy_Capacity>
	<Energy_Refresh_Rate>800</Energy_Refresh_Rate>
	<Damage>60</Damage>
	<AI_Combat_Power>4250</AI_Combat_Power>

	<Behavior> SELECTABLE, DUMMY_STARSHIP </Behavior>
	<SpaceBehavior>SPAWN_SQUADRON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, POWERED, SHIELDED, TARGETING, HIDE_WHEN_FOGGED, REVEAL, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA </SpaceBehavior>

	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Death_Explosions>Large_Explosion_Space</Death_Explosions>
	<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
	<Death_Clone>Damage_Normal, Executor2_Death_Clone</Death_Clone>

	<Space_FOW_Reveal_Range>2000.0</Space_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
	<Dense_FOW_Reveal_Range_Multiplier>0.24</Dense_FOW_Reveal_Range_Multiplier>

	<HardPoints>
		HP_EXECUTOR_LEFT_TURBO_00,
		HP_EXECUTOR_LEFT_TURBO_01,
		HP_EXECUTOR_LEFT_TURBO_02,
		HP_EXECUTOR_LEFT_TURBO_03,
		HP_EXECUTOR_LEFT_TURBO_04,
		HP_EXECUTOR_LEFT_ION_00,
		HP_EXECUTOR_LEFT_ION_01,
		HP_EXECUTOR_LEFT_ION_02,
		HP_EXECUTOR_LEFT_CONM_00,
		HP_EXECUTOR_LEFT_CONM_01,
		HP_EXECUTOR_LEFT_TORP_00,
		HP_EXECUTOR_RIGHT_TURBO_00,
		HP_EXECUTOR_RIGHT_TURBO_01,
		HP_EXECUTOR_RIGHT_TURBO_02,
		HP_EXECUTOR_RIGHT_TURBO_03,
		HP_EXECUTOR_RIGHT_TURBO_04,
		HP_EXECUTOR_RIGHT_ION_00,
		HP_EXECUTOR_RIGHT_ION_01,
		HP_EXECUTOR_RIGHT_ION_02,
		HP_EXECUTOR_RIGHT_CONM_00,
		HP_EXECUTOR_RIGHT_CONM_01,
		HP_EXECUTOR_RIGHT_TORP_00,
		HP_EXECUTOR_CENTER_TORP_00,
		HP_EXECUTOR_TRACTOR_00,
		HP_EXECUTOR_SHIELD_00,
		HP_EXECUTOR_SHIELD_01,
		HP_EXECUTOR_SHIELD_02,
		HP_EXECUTOR_ENGINES_00,
		HP_EXECUTOR_ENGINES_01,
		HP_EXECUTOR_FIGHTER_BAY_00
	</HardPoints>


	<SFXEvent_Select>Unit_Select_Vader_Executor</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Vader_Executor</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader_Executor</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Vader_Executor</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Vader_Executor</SFXEvent_Guard>
	<SFXEvent_Barrage>Unit_Barrage_Vader_Executor</SFXEvent_Barrage>
	<SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Vader_Executor </SFXEvent_Move_Into_Asteroid_Field>
	<SFXEvent_Move_Into_Nebula> Unit_Nebula_Vader_Executor </SFXEvent_Move_Into_Nebula>
	<SFXEvent_Bombard_Select_Target>	EHD_Bombard_Select_Target </SFXEvent_Bombard_Select_Target>
	<SFXEvent_Bombard_Incoming> EHD_Bombard_Incoming  </SFXEvent_Bombard_Incoming>
	<SFXEvent_Health_Low_Warning> Unit_Health_Low_Vader_Executor</SFXEvent_Health_Low_Warning>
	<SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Vader_Executor </SFXEvent_Health_Critical_Warning>
        	<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>

	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Vader_Executor </SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_MISSILE,  </SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_TORPEDO,  </SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Vader_Executor</SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_SHIELD_GENERATOR, Unit_Health_Critical_Vader_Executor </SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENGINE, Unit_Lost_Engines_Vader_Executor </SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_GRAVITY_WELL, </SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_FIGHTER_BAY, Unit_Health_Low_Vader_Executor</SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Vader_Executor</SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Hardpoint_Destroyed> HARD_POINT_ENABLE_SPECIAL_ABILITY, </SFXEvent_Hardpoint_Destroyed>
	<SFXEvent_Build_Complete>Unit_Respawn_Vader_Executor</SFXEvent_Build_Complete>
	<SFXEvent_Hero_Respawned>Unit_Respawn_Vader_Executor</SFXEvent_Hero_Respawned>

	<SFXEvent_Damaged_By_Asteroid> SFX_Asteroid_Detonation </SFXEvent_Damaged_By_Asteroid>
	<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop>
	<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
	<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Engine_Idle_Loop> Unit_Star_Destroyer_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
	<SFXEvent_Engine_Moving_Loop> Unit_Star_Destroyer_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Star_Destroyer_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

	<CategoryMask> Capital | AntiFrigate </CategoryMask>
	<Space_Full_Stop_Command> Yes </Space_Full_Stop_Command>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

	<Guard_Chase_Range>0.0</Guard_Chase_Range>
	<Idle_Chase_Range>0.0</Idle_Chase_Range>
	<Attack_Move_Response_Range>0.0</Attack_Move_Response_Range>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
	<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
	<Visible_On_Radar_When_Fogged>true</Visible_On_Radar_When_Fogged>
	<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
	<Ranking_In_Category>2</Ranking_In_Category>
	<Score_Cost_Credits> 42500 </Score_Cost_Credits>
	<Population_Value>10</Population_Value>
	<Victory_Relevant>yes</Victory_Relevant>
	<Has_Space_Evaluator>True</Has_Space_Evaluator>

<Formation_Priority>5</Formation_Priority>
<Squadron_Capacity>40</Squadron_Capacity>		
	<!-- Fighter Spawners -->
	<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 4</Starting_Spawned_Units_Tech_0>
	<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 16</Reserve_Spawned_Units_Tech_0>

	<Starting_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 6</Starting_Spawned_Units_Tech_0>
	<Reserve_Spawned_Units_Tech_0>TIE_Interceptor_Squadron, 24</Reserve_Spawned_Units_Tech_0>

	<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 4</Starting_Spawned_Units_Tech_0>
	<Reserve_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 16</Reserve_Spawned_Units_Tech_0>

	<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 1</Starting_Spawned_Units_Tech_0>
	<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, 5</Reserve_Spawned_Units_Tech_0>

	<Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds>

	<!-- Non-Hero unit abilities description -->
   <Unit_Abilities_Data SubObjectList="Yes">
      <!-- Primary ability -->
      <Unit_Ability>
            <Type>TRACTOR_BEAM</Type>
            <Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
            <GUI_Activated_Ability_Name>Executor_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
            <Recharge_Seconds>20</Recharge_Seconds>
            <SFXEvent_Target_Ability>Unit_Tractor_Beam_Vader_Executor</SFXEvent_Target_Ability>
			<SFXEvent_Special_Ability_Loop> Unit_Star_Destroyer_Tractor_Beam </SFXEvent_Special_Ability_Loop>
			<Supports_Autofire>True</Supports_Autofire>
      </Unit_Ability>
      <!--
      <Unit_Ability>
                <Type>DEPLOY_SQUAD</Type>
            <Recharge_Seconds>5</Recharge_Seconds>
            <SFXEvent_GUI_Unit_Ability_Activated> Unit_Deploy_Squad_Vader_Executor </SFXEvent_GUI_Unit_Ability_Activated>
          	</Unit_Ability>
          	-->
   </Unit_Abilities_Data>

   <Abilities SubObjectList="Yes">
      <Tractor_Beam_Attack_Ability Name="Executor_Tractor_Beam_Attack_Ability">
            <Activation_Style> User_Input </Activation_Style>
            <Applicable_Unit_Categories>Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories>
            <Applicable_Unit_Types>Millennium_Falcon</Applicable_Unit_Types>
			<Excluded_Unit_Types>Buzz_Droids</Excluded_Unit_Types>
            <Activation_Min_Range>10</Activation_Min_Range>
            <Activation_Max_Range>2000</Activation_Max_Range>

            <!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
            <Target_Speed_Decrease_Percent>0.8</Target_Speed_Decrease_Percent>
            <Stacking_Category>0</Stacking_Category>            
      </Tractor_Beam_Attack_Ability>
   </Abilities>

	<Score_Cost_Credits> 100000</Score_Cost_Credits>

	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>40000</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>90</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites />
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	<!-- <Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player> -->
	<!--<MULTIPLAYER SKIRMISH VALUES END>-->

</SpaceUnit>

<SpaceUnit Name="Executor2_Death_Clone">
	<Text_ID>TEXT_UNIT_SSD_EXECUTOR</Text_ID>
	<Space_Model_Name>EV_ExecutorStarDestroyer_D.alo</Space_Model_Name>
	<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
	<Scale_Factor>1</Scale_Factor>
	<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
	<Max_Speed>0.25</Max_Speed>
	<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
	<Max_Thrust>0.05</Max_Thrust>
	<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>5</Bank_Turn_Angle>
	<Affiliation>Empire</Affiliation>
	<Ship_Class>Capital</Ship_Class>
	<Remove_Upon_Death>true</Remove_Upon_Death>
</SpaceUnit>

</Executor2_Files>

Hope that is what you are looking for. :)

Edited by bhaalshad
http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
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Ok, here is a script I am still tweaking. The idea behind this is as follows.... The ability for a ship to drop off a Harmonic Bomb with out having to click the ability each time (Set on a timer for each release). Once a ship, structure is targeted (manualy or not) your ship engages like normal, then launches a bomb. Once the bomb hit the target, well.... Boom :P

 

What I am trying to add to this (not yet working) is for the bomb to go off shortly after release even if the bomb does not hit anything. Any help on this part would be great.

 

Anyways here is the code..

 

Open Hardpoints.xml

  <HardPoint Name="HP_SWEAVER_HARMONIC_BOMB_AUTO">
    <Type> HARD_POINT_WEAPON_TORPEDO </Type>
    <Is_Targetable>No</Is_Targetable>
    <Is_Destroyable>No</Is_Destroyable>
    <Damage_Type> Damage_Proton_Torp </Damage_Type>
    <Fire_Bone_A>MuzzleA_01</Fire_Bone_A>
    <Fire_Bone_B>MuzzleA_01</Fire_Bone_B>
    <Fire_Cone_Width>30.0</Fire_Cone_Width>
    <Fire_Cone_Height>30.0</Fire_Cone_Height>
    <!-- SWEAVER_HARMONIC_BOMB -->
    <Fire_Projectile_Type>Proj_Auto_Bomb_Detonation</Fire_Projectile_Type>
    <Scale_Factor>4.0</Scale_Factor>
    <Projectile_Damage>1500</Projectile_Damage>
    <Fire_Min_Recharge_Seconds>1.0</Fire_Min_Recharge_Seconds>
    <Fire_Max_Recharge_Seconds>1.0</Fire_Max_Recharge_Seconds>
    <Fire_Pulse_Count>1</Fire_Pulse_Count>
    <Fire_Pulse_Delay_Seconds>0.1</Fire_Pulse_Delay_Seconds>
    <Fire_Range_Distance>0.0</Fire_Range_Distance>
    <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent>
    <Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle>
    <Projectile_Object_Armor_Reduced_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Armor_Reduced_Detonation_Particle>
    <Projectile_Absorbed_By_Shields_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Absorbed_By_Shields_Particle>
    <Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode>
    <Fire_When_In_Normal_Attack_Mode>No</Fire_When_In_Normal_Attack_Mode>
  </HardPoint>

Now open Projectiles.xml

<Projectile Name="Proj_Auto_Bomb_Detonation">
	<Text_ID>TEXT_NONE</Text_ID>
	<Scale_Factor>0.3</Scale_Factor>
	<Max_Speed>6.0</Max_Speed>
	<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
	<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

	<!-- Instant explosion -->
	<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
	<Projectile_Max_Lifetime>0.0</Projectile_Max_Lifetime>

	<!-- Not used - area_blast damage override this -->
	<Projectile_Damage>0.0</Projectile_Damage>

	<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
	<Projectile_Blast_Area_Range>400.0</Projectile_Blast_Area_Range>
	<Projectile_Blast_Area_Damage>3000.0</Projectile_Blast_Area_Damage><!-- jdg was 175 -->
	<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
	<!-- <Projectile_Blast_Area_Max_Victims>1.0</Projectile_Blast_Area_Max_Victims> //to create a delay/chain effect, only damage one at a time -->
	<Projectile_Blast_Area_Immune_Faction> Underworld </Projectile_Blast_Area_Immune_Faction>

	<Damage_Type>Damage_Bomb</Damage_Type>
	<Projectile_Damage_Delay_Secs>.5</Projectile_Damage_Delay_Secs>

	<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

	<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

	<Projectile_Object_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
	<Projectile_Ground_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
	<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
	<Projectile_Absorbed_By_Shields_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>

</Projectile>

Open the ship you wish to add this to...

HP_SWEAVER_HARMONIC_BOMB_AUTO

 

Enjoy :)

Edited by bhaalshad
http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
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Please put it in the CODE tags (they're code and /code with [] around them)

Makes it easier to tell them apart too if you use a separate code box ;)

 

Anyhow, great snippets.

 

Ships building from other ships (skirmish). Put this into any unit you want able to produce other ships

Note: for generic items i'll use "-=" and the closing tag "=-" Put the stuff it says in there.

	<Tactical_Buildable_Objects_Multiplayer> 
		-=Faction=-,
			-=Units=-,
			-=Units=-,
			-=Units=-,
	</Tactical_Buildable_Objects_Multiplayer>

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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Mr. Caine/Mr. Crips' Remote Mine Code!!!

This was lost in the wipe :(

 

 

Into GROUNDVEHICLES.XML

<GroundVehicle Name="Proxmity_Mine">
	<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
	<Text_ID>TEXT_UNIT_PROX_MINE</Text_ID>
	<Encyclopedia_Good_Against>  </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To>  </Encyclopedia_Vulnerable_To>
	<Encyclopedia_Text>TEXT_TOOLTIP_MINE</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_MINE</Encyclopedia_Unit_Class>

	<Behavior> SELECTABLE </Behavior>
	<Stealth_Capable>Yes</Stealth_Capable>
	<Land_Model_Name>w_smallbomb.ALO</Land_Model_Name>
	<Space_Model_Name>w_smallbomb.ALO</Space_Model_Name>
	<SpaceBehavior>ABILITY_COUNTDOWN, SELF_DESTRUCT, AFFECTED_BY_SHIELD, HUNT, IDLE, TARGETING, WEAPON, POWERED, REVEAL, HIDE_WHEN_FOGGED, SQUASH, SURFACE_FX, UNIT_AI, TELEKINESIS_TARGET,STUNNABLE, WIND_DISTURBANCE,DAMAGE_TRACKING</SpaceBehavior>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
        		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Lua_Script>Mauler</Lua_Script>
	<CanCellStack>yes</CanCellStack>
	<Mass>1.0</Mass>

        		<Ranking_In_Category>8</Ranking_In_Category>
	<Movement_Animation_Speed> 0.6 </Movement_Animation_Speed>
	<Max_Speed>0.0</Max_Speed>
	<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
	<Custom_Hard_XExtent> 3.5 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 3.5 </Custom_Hard_YExtent>
	<Space_Layer> Land </Space_Layer>
	<UnitCollisionClass> Vehicle </UnitCollisionClass>
	<FormationSpacing> .5 </FormationSpacing> <!-- Temp scale change for scale test - change back once models resized -->
	<OverrideAcceleration> .2 </OverrideAcceleration>
	<OverrideDeceleration> .2 </OverrideDeceleration>
	<FormationOrder> 3 </FormationOrder>
	<FormationGrouping> Standard </FormationGrouping>

	<Armor_Type> Armor_Mauler </Armor_Type>

	<Scale_Factor>4</Scale_Factor> <!-- Temp scale change for scale test - change back once models resized -->
	<Is_Sprite>No</Is_Sprite>
	<Type>Walk</Type>
	<Deploys>No</Deploys>
	<Affiliation>Rebel, Empire</Affiliation>
	<Political_Control>0</Political_Control>
	<Size_Value>10</Size_Value>
	<Damage>4</Damage>
	<Sensor_Range>800</Sensor_Range>
	<Shield_Points>0</Shield_Points>
	<Tactical_Health>20</Tactical_Health>
	<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
	<Energy_Capacity>0</Energy_Capacity>
	<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
	<Victory_Relevant>no</Victory_Relevant>
	<Projectile_Types />
	<Land_FOW_Reveal_Range>450.0</Land_FOW_Reveal_Range>

	<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
	<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>

	<CategoryMask> Vehicle </CategoryMask>
	<MovementClass> Infantry </MovementClass>

	<Influences_Capture_Point> False </Influences_Capture_Point>

	<SFXEvent_Select>Unit_Select_MPTL_Spotter</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_MPTL_Spotter</SFXEvent_Move>
	<SFXEvent_Attack>Unit_Attack_MPTL_Spotter</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_MPTL_Spotter</SFXEvent_Guard>
	<SFXEvent_Assist_Move> Unit_Assist_Move_MPTL_Spotter </SFXEvent_Assist_Move>		
	<SFXEvent_Assist_Attack> Unit_Assist_Attack_MPTL_Spotter </SFXEvent_Assist_Attack>
	<SFXEvent_Fire>Unit_MPTL_Fire</SFXEvent_Fire>
	<Death_SFXEvent_Start_Die>Unit_Speeder_Bike_Death_SFX</Death_SFXEvent_Start_Die>

	<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
	<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
	<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

	<Death_Explosions_End>Small_Explosion_Land</Death_Explosions_End>
	<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
	<Remove_Upon_Death>true</Remove_Upon_Death>

	<OccupationStyle>1x1</OccupationStyle>

	<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
	<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
	<Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
	<Is_Squashable> Yes </Is_Squashable>
	<AI_Combat_Power>3</AI_Combat_Power>

	<Select_Box_Scale>27</Select_Box_Scale>
	<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>

	<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
	<Surface_Type_Cover_Damage_Shield>.25</Surface_Type_Cover_Damage_Shield>
	<Weather_Category>Hover</Weather_Category>
	<Icon_Name>i_button_MPTL_spotter.tga</Icon_Name>
	<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<Score_Cost_Credits>30</Score_Cost_Credits>

<!-- Non-Hero unit abilities description -->
	<Unit_Abilities_Data SubObjectList="Yes">

		<!-- IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone. -->
		<!-- I know this is awkward, hopefully we'll get a chance to re-write the code to fix it.   -Oksana -->

		<Unit_Ability>
			<Type>SELF_DESTRUCT</Type>
			<Expiration_Seconds>1</Expiration_Seconds>
			<Recharge_Seconds>1</Recharge_Seconds> 
			<Spawned_Object_Type> Proj_Mine_Detonation </Spawned_Object_Type>
		</Unit_Ability>

	</Unit_Abilities_Data>


        <Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>
</GroundVehicle>

 

 

into PROJECTILES.XML

	<Projectile Name="Proj_Mine_Detonation">
	<Text_ID>TEXT_NONE</Text_ID>
	<Land_Model_Name>w_smallbomb.ALO</Land_Model_Name>
	<Space_Model_Name>w_smallbomb.ALO</Space_Model_Name>
	<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
	<Max_Speed>0.0</Max_Speed>
	<Damage_Type> Damage_StickyBomb </Damage_Type>
	<Scale_Factor>3.0</Scale_Factor>
	<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
	<Behavior>PROJECTILE, BOMB</Behavior>
	<Projectile_Category>STATIC_BOMB</Projectile_Category>
	<Projectile_Blast_Area_Range>320.0</Projectile_Blast_Area_Range>
	<Projectile_Blast_Area_Damage>1550.0</Projectile_Blast_Area_Damage>
	<Projectile_Grenade_Sticks_On_Collision>no</Projectile_Grenade_Sticks_On_Collision>
	<Projectile_Damage>300.0</Projectile_Damage>
	<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
	<Death_Explosions> Harmonic_Bomb_Explosion_Slave_I </Death_Explosions>
	<Death_SFXEvent_Start_Die> SFX_Sizemic_Detonation </Death_SFXEvent_Start_Die>
	<AI_Combat_Power>300</AI_Combat_Power>
	<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
        <Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

	<!-- detonation particle and SFX -->
	<Projectile_Object_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Object_Detonation_Particle>
	<Projectile_Lifetime_Detonation_Particle> Harmonic_Bomb_Explosion_Slave_I </Projectile_Lifetime_Detonation_Particle>
	<Projectile_SFXEvent_Detonate> </Projectile_SFXEvent_Detonate>

</Projectile>

 

into Any Space Unit's XML under abilities

		<Unit_Ability>
			<Type>UNTARGETED_STICKY_BOMB</Type>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Spawned_Object_Type>Proxmity_Mine</Spawned_Object_Type>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_TIE_Bomber_Fire</SFXEvent_GUI_Unit_Ability_Activated>

			<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
			<Projectile_Fire_Pulse_Delay_Seconds>2.0</Projectile_Fire_Pulse_Delay_Seconds>
		</Unit_Ability>

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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This is a very good idea.  The more stuff we share in the community, the better it'll grow  ;)

 

Once I get FOC, I might have something to contribute.

 

STICKAY

http://i12.photobucket.com/albums/a245/loverdog/pffuserbar1.jpg

http://i74.photobucket.com/albums/i276/At-At_controller/leetspeak4cz1jr.gif

 

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LAAT code from bailknight:

art/models: (all ala files converted to foc format)
EI_TROOPER_ATTACK_00.ALA, EI_TROOPER_ATTACK_01.ALA, EI_TROOPER_ATTACK_02.ALA, EI_TROOPER_BOMBTOSS_00.ALA, EV_LAAT.ALO,EV_LAAT_ATTACK_00.ala, 
EV_LAAT_DEPLOY_00.ala, EV_LAAT_IDLE_00.ala, EV_LAAT_LAND.ALO, EV_LAAT_LAND_IDLE_00.ala, EV_LAAT_LAND_LAND_00.ala, EV_LAAT_LAND_TAKEOFF_00.ala
EV_LAAT_MOVE_00.ala, EV_LAAT_MOVE_ENDONE_00.ala, , EV_LAAT_MOVESTART_00.ala, EV_LAAT_ROPE_DROP_00.ala, EV_LAAT_ROPE_LIFT_00.ala,
EV_LAAT_TROOPDROP_00.ala, EV_LAAT_UNDEPLOY_00.ala, W_COMPOSITE_BEAM.ALO, X_FLACK_POD.ALO, X_FLACK_POD_IDLE_00.ALA

art/textures;
EV_LAAT.DDS, EV_LAAT_BC.dds, W_BEAM_GREEN.dds, W_LASER_GREEN.DDS

audio:
EGL_LAAT_1.wav, EGL_LAAT_By_Long_1.wav, GUN_LAAT_1.wav

ground vehicles

<GroundVehicle Name="LAAT">
	<Target_Bones> MISSILE_TARGET00, MISSILE_TARGET01, MISSILE_TARGET02 </Target_Bones>
	<No_Colorization_Color> 54, 134, 242, 255 </No_Colorization_Color>
	<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>90.0, 50.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<Text_ID>TEXT_UNIT_LAAT</Text_ID>
	<Encyclopedia_Good_Against>MPTL T4B_Tank T2B_Tank</Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To>V_Wing_Airspeeder AAC_HOVERTANK UC_Rebel_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To>
	<Encyclopedia_Text>TEXT_TOOLTIP_LAAT</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_GUNSHIP</Encyclopedia_Unit_Class>
	<Land_Model_Name>EV_LAAT.ALO</Land_Model_Name>
	<Mass>1.0</Mass>
	<Scale_Factor>1</Scale_Factor>
	<Deploys>Yes</Deploys>
	<Auto_Deploys>No</Auto_Deploys>
	<Affiliation>Empire</Affiliation>
	<Political_Control>0</Political_Control>
	<Ranking_In_Category>6</Ranking_In_Category>
	<Max_Speed>3.0</Max_Speed>
	<Movement_Animation_Speed> 2.30 </Movement_Animation_Speed>
	<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
	<Stopped_Rate_Of_Turn>40</Stopped_Rate_Of_Turn>
	<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
	<Attack_Animation_Is_Overlay>yes</Attack_Animation_Is_Overlay>
	<Space_Layer>Frigate</Space_Layer>
	<OverrideAcceleration> .1 </OverrideAcceleration>
	<OverrideDeceleration> .1 </OverrideDeceleration>
	<FormationSpacing>3.0</FormationSpacing>
	<FormationOrder> 5 </FormationOrder>
	<FormationGrouping> Standard </FormationGrouping>
	<FormationRaggedness> 1 </FormationRaggedness>
	<MaxJiggleDistance> 5 </MaxJiggleDistance>
	<MinimumPushReturnDistance> 100 </MinimumPushReturnDistance>
	<UseSecondaryFacing> true </UseSecondaryFacing>
	<SecondaryTurnInPlaceROTCoefficient> .1</SecondaryTurnInPlaceROTCoefficient>
	<SecondaryTurnAngle>180 </SecondaryTurnAngle>
	<MinSecondaryTurnROTCoefficient> .1 </MinSecondaryTurnROTCoefficient>
	<MaxSecondaryTurnROTCoefficient> .1</MaxSecondaryTurnROTCoefficient>
	<SecondaryTurnLookaheadDistance> 60 </SecondaryTurnLookaheadDistance>
	<Custom_Hard_XExtent> 20.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 15.0 </Custom_Hard_YExtent>
	<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
	<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
	<Land_Damage_SFX>null,SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>
	<Remove_Upon_Death>true</Remove_Upon_Death>
	<Ranged_Target_Z_Adjust>150.0</Ranged_Target_Z_Adjust>
	<Armor_Type> Armor_Speeder </Armor_Type>
	<Shield_Armor_Type>Shield_Tank</Shield_Armor_Type>
	<Size_Value>60</Size_Value>
	<Damage>10</Damage>

	<Garrison_Category> Infantry, Vehicle </Garrison_Category>
        <Num_Garrison_Slots>10</Num_Garrison_Slots>
        <Garrison_Bone_Names>Root</Garrison_Bone_Names>
	<Garrison_Exit_Dist>0</Garrison_Exit_Dist>
	<Garrison_Enter_Dist>0</Garrison_Enter_Dist>
        <Garrison_Radius>30</Garrison_Radius>

	<Sensor_Range>80</Sensor_Range>
	<Tactical_Health>800</Tactical_Health>
	<Energy_Capacity>999</Energy_Capacity>
	<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
	<Behavior> SELECTABLE </Behavior>
	<LandBehavior>ABILITY_COUNTDOWN, DEPLOY_TROOPERS, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, IDLE, TARGETING, GARRISON_VEHICLE, WEAPON, TURRET, POWERED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, WIND_DISTURBANCE, SURFACE_FX,DAMAGE_TRACKING</LandBehavior>
	<Property_Flags>CanContainGarrison</Property_Flags>
	<Is_Affected_By_Gravity_Control_Field> Yes </Is_Affected_By_Gravity_Control_Field>
	<Turret_Rotate_Extent_Degrees>120</Turret_Rotate_Extent_Degrees>
	<Turret_Elevate_Extent_Degrees>60</Turret_Elevate_Extent_Degrees>
	<Turret_Bone_Name>Turret_Bone</Turret_Bone_Name>
	<Barrel_Bone_Name>Barrel_Bone</Barrel_Bone_Name>
	<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
	<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
	<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>
	<Turret_Targets_Ground_Vehicles> 2</Turret_Targets_Ground_Vehicles>
	<Turret_Targets_Ground_Infantry> 3</Turret_Targets_Ground_Infantry>
	<Turret_Targets_Air_Vehicles> 1</Turret_Targets_Air_Vehicles>
	<Turret_Targets_Anything_Else> 4</Turret_Targets_Anything_Else>
	<Targeting_Fire_Inaccuracy> Infantry, 10.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Vehicle, 10.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Air, 20.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Structure, 10.0 </Targeting_Fire_Inaccuracy>
	<Projectile_Types>Proj_LAAT_Laser_Green</Projectile_Types>
	<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
	<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
	<Projectile_Fire_Recharge_Seconds>1</Projectile_Fire_Recharge_Seconds>
	<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
	<Hardpoints>

			HP_LAAT_00, HP_LAAT_01, HP_LAAT_02, HP_LAAT_03, HP_LAAT_04		

	</Hardpoints>
	<SurfaceFX_Name>Hover</SurfaceFX_Name>
	<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>
	<CategoryMask> Air</CategoryMask>
	<Icon_Name>i_button_laat.tga</Icon_Name>
	<MovementClass>Flying</MovementClass>
	<OccupationStyle>1x1</OccupationStyle>
	<Victory_Relevant>yes</Victory_Relevant>
	<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
	<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
	<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
	<Is_Squashable_By_Supercrusher>No</Is_Squashable_By_Supercrusher>
	<Wind_Disturbance_Radius>50</Wind_Disturbance_Radius>
	<Wind_Disturbance_Strength>10</Wind_Disturbance_Strength>
	<Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha>
	<SFXEvent_Fire>Unit_LAAT_Fire</SFXEvent_Fire>
	<SFXEvent_Select>Unit_Select_Pirate_Skiff</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Pirate_Skiff</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Skiff</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Pirate_Skiff</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Pirate_Skiff</SFXEvent_Guard>
	<SFXEvent_Turret_Rotating_Loop> Vehicle_Turret_Motor </SFXEvent_Turret_Rotating_Loop>
	<SFXEvent_Engine_Idle_Loop>Unit_LAAT_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
	<SFXEvent_Engine_Moving_Loop>Unit_LAAT_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
	<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_LAAT_Idle_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
	<SFXEvent_Ambient_Moving> Unit_LAAT_Fly_By </SFXEvent_Ambient_Moving>
	<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
	<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 7 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
	<SFXEvent_Assist_Move> Unit_Assist_Move_Pirate_Skiff</SFXEvent_Assist_Move>
	<SFXEvent_Assist_Attack> Unit_Assist_Attack_Pirate_Skiff</SFXEvent_Assist_Attack>
	<SFXEvent_Unit_Lost> EHD_Unit_Destroyed </SFXEvent_Unit_Lost>
	<SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>
	<SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>
	<SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>
	<Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
	<AI_Combat_Power>450</AI_Combat_Power>
	<Idle_Chase_Range>0.0</Idle_Chase_Range>
	<Guard_Chase_Range>200.0</Guard_Chase_Range>
	<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
	<Targeting_Priority_Set>ATATAntiEverything</Targeting_Priority_Set>
	<Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker>
	<Select_Box_Scale>80</Select_Box_Scale>
	<Select_Box_Z_Adjust>150.0f</Select_Box_Z_Adjust>
	<Weather_Category>Flying</Weather_Category>
	<Score_Cost_Credits>125</Score_Cost_Credits>
	<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
	<Influences_Capture_Point> False </Influences_Capture_Point><!-- Non-Hero unit abilities description --><Unit_Abilities_Data SubObjectList="Yes"><!-- IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone. --><!-- I know this is awkward, hopefully we'll get a chance to re-write the code to fix it.   -Oksana --><!-- Primary ability --><Unit_Ability>
			<Type>DEPLOY_TROOPERS</Type>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Spawned_Object_Type>LAAT_Deployed_Shocktrooper_Squad</Spawned_Object_Type>
			<Max_Num_Spawned_Objects>1</Max_Num_Spawned_Objects>
			<Owner_Attachment_Bone>B_Trooper_00, B_Trooper_01, B_Trooper_02, B_Trooper_03 </Owner_Attachment_Bone>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Deploy_AT_AT</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
			<Initially_Enabled> No </Initially_Enabled><!-- Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade --><Activation_Style>Take_Damage</Activation_Style><!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. --><Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.15</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots><!-- We can block/redirect shots from the following units types: --><Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Excluded_Unit_Types>Geonosian, Pyngani_Warrior, Jawa_Scout, Katarn_Commando, Kyle_Katarn</Excluded_Unit_Types>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
			<Initially_Enabled> No </Initially_Enabled><!-- Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade --><Activation_Style>Take_Damage</Activation_Style><!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. --><Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots><!-- We can block/redirect shots from the following units types: --><Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Excluded_Unit_Types>Geonosian, Pyngani_Warrior, Jawa_Scout, Katarn_Commando, Kyle_Katarn</Excluded_Unit_Types>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	<Converted_To_Enemy_Die_Time_Seconds>45</Converted_To_Enemy_Die_Time_Seconds>
		<Tactical_Bribe_Cost>700</Tactical_Bribe_Cost>
</GroundVehicle>

container
<Container Name="Shocktrooper_Team">
	<Select_Box_Scale>65</Select_Box_Scale>
	<Text_ID>TEXT_IMPERIAL_SHOCKTROOPER_SQUAD</Text_ID>
	<Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> MPTL Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
	<Encyclopedia_Text>TEXT_TOOLTIP_SHOCKTROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
	<Show_Name>No</Show_Name>
	<Behavior>TEAM,SELECTABLE,UNIT_AI</Behavior>
	<LandBehavior>REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, ABILITY_COUNTDOWN</LandBehavior>
	<SpaceBehavior>REVEAL</SpaceBehavior>
	<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
	<Space_FOW_Reveal_Range>800.0</Space_FOW_Reveal_Range>
	<MovementClass>Infantry</MovementClass>
	<Max_Speed> .8 </Max_Speed>
	<Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn>
	<Space_Layer> Land </Space_Layer>
	<UnitCollisionClass> Infantry </UnitCollisionClass>
	<FormationSpacing> 1 </FormationSpacing>
	<MovementClass> Infantry </MovementClass>
	<OccupationStyle>1x1</OccupationStyle>
	<Is_Squashable> true </Is_Squashable>
	<MovementPredictionInterval> 4.0 </MovementPredictionInterval>
	<ContainerArrangement> Rows </ContainerArrangement>
	<FormationOrder> 2 </FormationOrder>
	<Override_Acceleration> .1 </Override_Acceleration>
	<Override_Deceleration> .1 </Override_Deceleration>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land>
	<Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space>
	<Icon_Name>i_button_shock_trooper.tga</Icon_Name>
	<Targeting_Max_Attack_Distance>140.0</Targeting_Max_Attack_Distance>
	<Idle_Chase_Range>50.0</Idle_Chase_Range>
	<Guard_Chase_Range>200.0</Guard_Chase_Range>
	<Attack_Move_Response_Range>130.0</Attack_Move_Response_Range>
	<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker><!-- Non-Hero unit abilities description --><Unit_Abilities_Data SubObjectList="Yes"><!-- Primary ability --><Unit_Ability>
			<Type>UNTARGETED_STICKY_BOMB</Type>
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Bacta_Tank_Healing">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>180.0</Heal_Range>
			<Heal_Amount> 0.0 </Heal_Amount>
			<Heal_Percent> 0.0</Heal_Percent>
			<Heal_Interval_In_Secs>10.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Heal_Range_Blob_Material>Attack_Range_Max</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
	</Abilities>
	<CategoryMask>Infantry</CategoryMask>
</Container>

ground company empire

<GroundCompany Name="LAAT_Deployed_Shocktrooper_Squad">
	<Text_ID>TEXT_IMPERIAL_SHOCKTROOPER_SQUAD</Text_ID>
	<Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> MPTL Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
	<Encyclopedia_Text>TEXT_TOOLTIP_SHOCKTROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
	<GUI_Row> 1 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Damage>50</Damage>
	<Autoresolve_Health>200</Autoresolve_Health><!-- changed to reflect the real health of the units--><Affiliation>Empire</Affiliation>
	<Build_Cost_Credits>120</Build_Cost_Credits>
	<Build_Time_Seconds>30</Build_Time_Seconds>
	<Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories>
	<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
	<Tech_Level>6</Tech_Level>
	<Required_Timeline>0</Required_Timeline>
	<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
	<Required_Star_Base_Level>0</Required_Star_Base_Level>
	<Required_Special_Structures>E_Ground_Barracks</Required_Special_Structures>
	<Required_Planets/>
	<Behavior>DUMMY_GROUND_COMPANY</Behavior>
	<Formation_Priority>1</Formation_Priority>
	<Is_Escort>yes</Is_Escort>
	<Ship_Class>infantry</Ship_Class>
	<Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit>
	<Create_Team_Type>Shocktrooper_Team </Create_Team_Type><!-- AI  Changed to 18 troopers in squads of 9 --><Company_Units>Squad_Shocktrooper, Squad_Shocktrooper, Squad_Shocktrooper, Squad_Shocktrooper</Company_Units>
	<Max_Squad_Size>4</Max_Squad_Size>
	<Icon_Name>i_button_ei_darktrooper_one.tga</Icon_Name>
	<GUI_Model_Name>EI_TROOPER_SNOW.ALO</GUI_Model_Name>
	<Land_Model_Name>EI_TROOPER_SNOW.ALO</Land_Model_Name>
	<Scale_Factor>8</Scale_Factor>
	<GUI_Distance>50</GUI_Distance>
	<GUI_Offset>0 0 5</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
	<SFXEvent_Build_Started>EHD_Build_Troops</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Recruitment_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>Unit_Complete_Storm_Trooper</SFXEvent_Build_Complete>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Storm_Trooper</SFXEvent_Fleet_Move><!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--><Tactical_Build_Cost_Multiplayer>600</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>10</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites/>
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue><!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--><!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--><!--<MULTIPLAYER SKIRMISH VALUES END>--><Unit_Abilities_Data SubObjectList="Yes"><!-- Primary ability --><Unit_Ability>
			<Type>UNTARGETED_STICKY_BOMB</Type>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Spawned_Object_Type>Proj_Speeder_Bomb</Spawned_Object_Type>
			<Bomb_Countdown_Seconds>4</Bomb_Countdown_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Scout_Trooper_Bomb</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Bacta_Tank_Healing">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>180.0</Heal_Range>
			<Heal_Amount> 0.0 </Heal_Amount>
			<Heal_Percent> 0.0</Heal_Percent>
			<Heal_Interval_In_Secs>10.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Heal_Range_Blob_Material>Attack_Range_Max</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
	</Abilities>
	<Maintenance_Cost>0.05</Maintenance_Cost>
	<Population_Value>0</Population_Value>
	<Score_Cost_Credits>54</Score_Cost_Credits>
</GroundCompany>
<GroundCompany Name="Imperial_Gunship_Wing">
	<Text_ID>TEXT_IMPERIAL_GUNSHIP_WING</Text_ID>
	<Encyclopedia_Good_Against>MPTL T4B_Tank T2B_Tank</Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To>AAC_HOVERTANK Snowspeeder UC_Rebel_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To>
	<GUI_Row> 1 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Damage>100</Damage>
	<Autoresolve_Health>150</Autoresolve_Health>
	<Affiliation>Empire</Affiliation>
	<Build_Cost_Credits>700</Build_Cost_Credits>
	<Build_Time_Seconds>100</Build_Time_Seconds>
	<Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories>
	<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
	<Tech_Level>4</Tech_Level>
	<Required_Timeline>0</Required_Timeline><!--<Required_Ground_Base_Level>5</Required_Ground_Base_Level>--><Required_Ground_Base_Level>1</Required_Ground_Base_Level>
	<Required_Star_Base_Level>0</Required_Star_Base_Level>
	<Required_Special_Structures>E_Ground_Advanced_Vehicle_Factory<!--E_Ground_Heavy_Vehicle_Factory--></Required_Special_Structures>
	<Required_Planets/>
	<Behavior>DUMMY_GROUND_COMPANY</Behavior>
	<Formation_Priority>4</Formation_Priority>
	<Is_Escort>no</Is_Escort>
	<Ship_Class>walker</Ship_Class>
	<Company_Transport_Unit>LAAT_Landing_Craft</Company_Transport_Unit>
	<Company_Units>LAAT</Company_Units>
	<Icon_Name>i_button_ev_tie_lancet.tga</Icon_Name>
	<GUI_Model_Name>EV_LAAT.ALO</GUI_Model_Name>
	<GUI_Distance>300</GUI_Distance>
	<GUI_Offset>0 0 30</GUI_Offset>
	<GUI_Velocity>45</GUI_Velocity>
	<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>Unit_Select_Pirate_Skiff</SFXEvent_Build_Complete>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Skiff</SFXEvent_Fleet_Move>
	<Score_Cost_Credits>1000</Score_Cost_Credits>
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>DEPLOY_TROOPERS</Type>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Spawned_Object_Type>LAAT_Deployed_Shocktrooper_Squad</Spawned_Object_Type>
			<Max_Num_Spawned_Objects>2</Max_Num_Spawned_Objects>
			<Owner_Attachment_Bone>B_Trooper_00, B_Trooper_01, B_Trooper_02 </Owner_Attachment_Bone>
		</Unit_Ability>
	</Unit_Abilities_Data><!--<MULTIPLAYER SKIRMISH VALUES BEGIN>--><Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites>EC_Level_Three_Tech_Upgrade</Tactical_Build_Prerequisites>
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue><!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>--><!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>--><!--<MULTIPLAYER SKIRMISH VALUES END>--><Encyclopedia_Text>TEXT_TOOLTIP_LAAT</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_GUNSHIP</Encyclopedia_Unit_Class>
	<Maintenance_Cost>0.05</Maintenance_Cost>
	<Population_Value>1</Population_Value>
</GroundCompany>


ground infantry

<!--LAAT Trooper--><GroundInfantry Name="Shocktrooper">
	<Lua_Script>SpeederBike</Lua_Script>
	<No_Colorization_Color>30,30,30, 255</No_Colorization_Color>
	<Text_ID>TEXT_UNIT_SHOCKTROOPER</Text_ID>
	<Encyclopedia_Good_Against> Rebel_Trooper Plex_Soldier </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> MPTL Rebel_Infiltrator UC_Rebel_Buildable_Anti_Infantry_Turret </Encyclopedia_Vulnerable_To>
	<Land_Model_Name>EI_TROOPER_SNOW.ALO</Land_Model_Name>
	<Land_Model_Anim_Override_Name>EI_TROOPER.ALo</Land_Model_Anim_Override_Name>
	<Behavior>SELECTABLE</Behavior>
	<LandBehavior>SURFACE_FX,WALK_LOCOMOTOR,IDLE,TARGETING,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING, ABILITY_COUNTDOWN</LandBehavior>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<CanCellStack>yes</CanCellStack>
	<Mass>1.0</Mass>
	<Icon_Name>i_button_shock_trooper.tga</Icon_Name>
	<SurfaceFX_Name>Generic_Footprint, Good_Ground</SurfaceFX_Name>
	<Movement_Animation_Speed> 0.8 </Movement_Animation_Speed>
	<Rotation_Animation_Speed> 20.0 </Rotation_Animation_Speed>
	<Walk_Animation_Speed> .366 </Walk_Animation_Speed>
	<Crouch_Animation_Speed> .537 </Crouch_Animation_Speed>
	<Max_Speed>1</Max_Speed>
	<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
	<Custom_Soft_Footprint_Radius>2.5 </Custom_Soft_Footprint_Radius>
	<Custom_Hard_XExtent> 2.0 </Custom_Hard_XExtent>
	<Custom_Hard_YExtent> 2.0 </Custom_Hard_YExtent>
	<Space_Layer> Land </Space_Layer>
	<UnitCollisionClass> Infantry </UnitCollisionClass>
	<FormationSpacing> .3 </FormationSpacing>
	<MinimumPushReturnDistance> 10 </MinimumPushReturnDistance>
	<OverrideAcceleration> 0.05 </OverrideAcceleration>
	<OverrideDeceleration> 0.05 </OverrideDeceleration>
	<FormationOrder> 2 </FormationOrder>
	<Scale_Factor>1.5</Scale_Factor><!-- Temp scale change for scale test - change back once models resized --><!--<Is_Sprite>No</Is_Sprite>--><Type>Walk</Type>
	<Deploys>No</Deploys>
	<Affiliation>Empire</Affiliation><!--<Is_Sprite>No</Is_Sprite>--><Political_Control>0</Political_Control>
	<Size_Value>10</Size_Value>
	<Damage>3</Damage>
	<Sensor_Range>20</Sensor_Range>
	<Shield_Points>0</Shield_Points>
	<Tactical_Health>100</Tactical_Health>
	<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
	<Energy_Capacity>0</Energy_Capacity>
	<Energy_Refresh_Rate>0</Energy_Refresh_Rate>
	<Stealth_Capable>No</Stealth_Capable>
	<Armor_Type> Armor_Infantry </Armor_Type>
	<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>10.0, 10.0</Blob_Shadow_Scale>
	<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
	<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>
	<Victory_Relevant>yes</Victory_Relevant>
	<Projectile_Types>Proj_Heavy_Blaster</Projectile_Types>
	<Projectile_Fire_Pulse_Count>5</Projectile_Fire_Pulse_Count>
	<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
	<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
	<Land_FOW_Reveal_Range>180.0</Land_FOW_Reveal_Range>
	<Ranged_Target_Z_Adjust>4.5</Ranged_Target_Z_Adjust>
	<Mouse_Collide_Override_Sphere_Radius> 10.0 </Mouse_Collide_Override_Sphere_Radius>
	<Targeting_Fire_Inaccuracy> LandHero, 3.0</Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Infantry, 3.0 </Targeting_Fire_Inaccuracy><!-- from 1.0 to make them more innacurate --><Targeting_Fire_Inaccuracy> Vehicle, 3.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Air, 20.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Structure, 5.0 </Targeting_Fire_Inaccuracy>
	<SFXEvent_Select>Unit_Select_Storm_Trooper</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Storm_Trooper</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Storm_Trooper</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Storm_Trooper</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Storm_Trooper</SFXEvent_Guard>
	<SFXEvent_Fire>Unit_Blaster_Cannon_Fire</SFXEvent_Fire>
	<Death_SFXEvent_Start_Die>Unit_Stormtrooper_Death</Death_SFXEvent_Start_Die>
	<SFXEvent_Assist_Move> Unit_Assist_Move_Storm_Trooper </SFXEvent_Assist_Move>
	<SFXEvent_Assist_Attack> Unit_Assist_Attack_Storm_Trooper </SFXEvent_Assist_Attack>
	<SFXEvent_Tactical_Build_Started> EHD_Reinforcements_En_Route </SFXEvent_Tactical_Build_Started>
	<SFXEvent_Tactical_Build_Complete> EHD_Reinforcements_Available </SFXEvent_Tactical_Build_Complete>
	<SFXEvent_Tactical_Build_Cancelled> EHD_Reinforcements_Cancelled  </SFXEvent_Tactical_Build_Cancelled>
	<CategoryMask> Infantry </CategoryMask>
	<MovementClass> Infantry </MovementClass>
	<Property_Flags>Fodder</Property_Flags>
	<OccupationStyle>1x1</OccupationStyle>
	<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>
	<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
	<Ground_Infantry_Turret_Target> Yes </Ground_Infantry_Turret_Target>
	<Is_Squashable> No</Is_Squashable>
	<Create_Team>Yes</Create_Team>
	<AI_Combat_Power>50</AI_Combat_Power>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
	<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>
	<Targeting_Max_Attack_Distance>180.0</Targeting_Max_Attack_Distance>
	<Idle_Chase_Range>50.0</Idle_Chase_Range>
	<Guard_Chase_Range>200.0</Guard_Chase_Range>
	<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
	<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
	<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
	<Weather_Category>Infantry</Weather_Category>
	<Encyclopedia_Text>TEXT_TOOLTIP_SHOCKTROOPER TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
	<Death_Clone>Damage_Force_Whirlwind, Elitetrooper_Force_Whirlwind_Death_Clone</Death_Clone>
	<Death_Clone>Damage_Crush, Elitetrooper_Crush_Death_Clone</Death_Clone>
	<Death_Fade_Time>0.25</Death_Fade_Time>
	<Death_Persistence_Duration>0.0</Death_Persistence_Duration>
	<Presence_Induced_Animations>

		Attention, 

			Emperor_Palpatine,

			Darth_Vader,

	</Presence_Induced_Animations><!-- Non-Hero unit abilities description --><Unit_Abilities_Data SubObjectList="Yes"><!-- Primary ability --><Unit_Ability>
			<Type>UNTARGETED_STICKY_BOMB</Type>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Spawned_Object_Type>Proj_Speeder_Bomb</Spawned_Object_Type>
			<Bomb_Countdown_Seconds>4</Bomb_Countdown_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Scout_Trooper_Bomb</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
</GroundInfantry>
<GroundInfantry Name="Shocktrooper_Force_Whirlwind_Death_Clone">
	<Variant_Of_Existing_Type>Shocktrooper</Variant_Of_Existing_Type>
	<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
	<Specific_Death_Anim_Index/>
</GroundInfantry>
<GroundInfantry Name="Shocktrooper_Crush_Death_Clone">
	<Variant_Of_Existing_Type>Shocktrooper</Variant_Of_Existing_Type>
	<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
	<Specific_Death_Anim_Index/>
</GroundInfantry>
<GroundInfantry Name="Squad_Shocktrooper">
	<Variant_Of_Existing_Type>Shocktrooper</Variant_Of_Existing_Type>
	<Text_ID>TEXT_UNIT_SHOCKTROOPER</Text_ID>
	<LandBehavior>LANDING, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING, ABILITY_COUNTDOWN</LandBehavior>
	<Redirect_Damage_To_Teammates>No</Redirect_Damage_To_Teammates>
	<Is_Squashable> No</Is_Squashable>
	<Max_Speed> 1 </Max_Speed>
	<Space_Layer> None </Space_Layer>
	<Custom_Soft_Footprint_Radius> 3.0 </Custom_Soft_Footprint_Radius>
	<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
	<FormationRaggedness> .2 </FormationRaggedness>
	<MaxJiggleDistance> 2 </MaxJiggleDistance>
</GroundInfantry>

hardpoints

<HardPoint Name="HP_LAAT_00">
	<Attachment_Bone>Chassis_BONE</Attachment_Bone>
	<Collision_Mesh>Collisionbox</Collision_Mesh>
	<Type> HARD_POINT_WEAPON_MISSILE </Type>
	<Is_Targetable>No</Is_Targetable>
	<Is_Destroyable>No</Is_Destroyable>
	<Fire_Bone_A>MuzzleB_00</Fire_Bone_A>
	<Fire_Bone_B>MuzzleB_00</Fire_Bone_B>
	<Fire_Cone_Width>60.0</Fire_Cone_Width>
	<Fire_Cone_Height>60.0</Fire_Cone_Height>
	<Fire_Projectile_Type>Proj_Flak_Pod</Fire_Projectile_Type>
	<Fire_Min_Recharge_Seconds>4</Fire_Min_Recharge_Seconds>
	<Fire_Max_Recharge_Seconds>4</Fire_Max_Recharge_Seconds>
	<Fire_Pulse_Count>1</Fire_Pulse_Count>
	<Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds>
	<Fire_Range_Distance>400.0</Fire_Range_Distance>
	<Fire_SFXEvent>Unit_Boron_Missile_Fire</Fire_SFXEvent>
	<Fire_Inaccuracy_Distance> Air, 0.0</Fire_Inaccuracy_Distance>
	<Fire_Category_Restrictions>Infantry, Vehicle, Structure, LandHero, Transport</Fire_Category_Restrictions>
</HardPoint>
<HardPoint Name="HP_LAAT_01">
	<Collision_Mesh>Collisionbox</Collision_Mesh>
	<Attachment_Bone>Chassis_BONE</Attachment_Bone>
	<Type> HARD_POINT_WEAPON_MISSILE </Type>
	<Is_Targetable>No</Is_Targetable>
	<Is_Destroyable>No</Is_Destroyable>
	<Fire_Bone_A>MuzzleB_01</Fire_Bone_A>
	<Fire_Bone_B>MuzzleB_01</Fire_Bone_B>
	<Fire_Cone_Width>60.0</Fire_Cone_Width>
	<Fire_Cone_Height>60.0</Fire_Cone_Height>
	<Fire_Projectile_Type>Proj_Flak_Pod</Fire_Projectile_Type>
	<Fire_Min_Recharge_Seconds>4</Fire_Min_Recharge_Seconds>
	<Fire_Max_Recharge_Seconds>4</Fire_Max_Recharge_Seconds>
	<Fire_Pulse_Count>1</Fire_Pulse_Count>
	<Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds>
	<Fire_Range_Distance>400.0</Fire_Range_Distance>
	<Fire_SFXEvent>Unit_Boron_Missile_Fire</Fire_SFXEvent>
	<Fire_Inaccuracy_Distance> Air, 0.0</Fire_Inaccuracy_Distance>
	<Fire_Category_Restrictions>Infantry, Vehicle, Structure, LandHero, Transport</Fire_Category_Restrictions>
</HardPoint>
<HardPoint Name="HP_LAAT_02">
	<Collision_Mesh>Collisionbox</Collision_Mesh>
	<Attachment_Bone>Chassis_BONE</Attachment_Bone>
	<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
	<Type> HARD_POINT_WEAPON_LASER </Type>
	<Is_Targetable>No</Is_Targetable>
	<Is_Destroyable>No</Is_Destroyable>
	<Fire_Bone_A>MuzzleC_00</Fire_Bone_A>
	<Fire_Bone_B>MuzzleC_00</Fire_Bone_B>
	<Fire_Cone_Width>120.0</Fire_Cone_Width>
	<Fire_Cone_Height>120.0</Fire_Cone_Height>
	<Fire_Projectile_Type>Proj_Composite_Beam</Fire_Projectile_Type>
	<Fire_Min_Recharge_Seconds>2</Fire_Min_Recharge_Seconds>
	<Fire_Max_Recharge_Seconds>3</Fire_Max_Recharge_Seconds>
	<Fire_Pulse_Count>20</Fire_Pulse_Count>
	<Fire_Pulse_Delay_Seconds>0</Fire_Pulse_Delay_Seconds>
	<Fire_Range_Distance>450.0</Fire_Range_Distance>
	<Fire_SFXEvent>Unit_Beam_Fire</Fire_SFXEvent>
	<Fire_Inaccuracy_Distance> LandHero, 0.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Infantry, 0.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Vehicle, 0.0 </Fire_Inaccuracy_Distance>
	<Fire_Category_Restrictions>Air, Transport</Fire_Category_Restrictions>
</HardPoint>
<HardPoint Name="HP_LAAT_03">
	<Collision_Mesh>Collisionbox</Collision_Mesh>
	<Attachment_Bone>Chassis_BONE</Attachment_Bone>
	<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
	<Type> HARD_POINT_WEAPON_LASER </Type>
	<Is_Targetable>No</Is_Targetable>
	<Is_Destroyable>No</Is_Destroyable>
	<Fire_Bone_A>MuzzleC_01</Fire_Bone_A>
	<Fire_Bone_B>MuzzleC_01</Fire_Bone_B>
	<Fire_Cone_Width>120.0</Fire_Cone_Width>
	<Fire_Cone_Height>120.0</Fire_Cone_Height>
	<Fire_Projectile_Type>Proj_Composite_Beam</Fire_Projectile_Type>
	<Fire_Min_Recharge_Seconds>2</Fire_Min_Recharge_Seconds>
	<Fire_Max_Recharge_Seconds>3</Fire_Max_Recharge_Seconds>
	<Fire_Pulse_Count>20</Fire_Pulse_Count>
	<Fire_Pulse_Delay_Seconds>0</Fire_Pulse_Delay_Seconds>
	<Fire_Range_Distance>450.0</Fire_Range_Distance>
	<Fire_SFXEvent>Unit_Beam_Fire</Fire_SFXEvent>
	<Fire_Inaccuracy_Distance> LandHero, 0.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Infantry, 0.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Vehicle, 0.0 </Fire_Inaccuracy_Distance>
	<Fire_Category_Restrictions>Air, Transport</Fire_Category_Restrictions>
</HardPoint>
<HardPoint Name="HP_LAAT_04">
	<Collision_Mesh>Collisionbox</Collision_Mesh>
	<Attachment_Bone>Chassis_BONE</Attachment_Bone>
	<Type> HARD_POINT_WEAPON_LASER </Type>
	<Is_Targetable>No</Is_Targetable>
	<Is_Destroyable>No</Is_Destroyable>
	<Damage_Type> Damage_TIE_Mauler </Damage_Type>
	<Fire_Bone_A>MuzzleD_00</Fire_Bone_A>
	<Fire_Bone_B>MuzzleD_00</Fire_Bone_B>
	<Fire_Cone_Width>120.0</Fire_Cone_Width>
	<Fire_Cone_Height>120.0</Fire_Cone_Height>
	<Fire_Projectile_Type>Proj_LAAT_Laser_Green</Fire_Projectile_Type>
	<Fire_Min_Recharge_Seconds>1.5</Fire_Min_Recharge_Seconds>
	<Fire_Max_Recharge_Seconds>1.5</Fire_Max_Recharge_Seconds>
	<Fire_Pulse_Count>3</Fire_Pulse_Count>
	<Fire_Pulse_Delay_Seconds>0.3</Fire_Pulse_Delay_Seconds>
	<Fire_Range_Distance>400.0</Fire_Range_Distance>
	<Fire_SFXEvent>Unit_LAAT_Fire</Fire_SFXEvent>
	<Fire_Inaccuracy_Distance> LandHero, 10.0</Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance>
	<Targeting_Fire_Inaccuracy> Vehicle, 10.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Structure, 10.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Air, 20.0 </Targeting_Fire_Inaccuracy>
	<Fire_Category_Restrictions>Transport</Fire_Category_Restrictions>
</HardPoint>


projectiles

<Projectile Name="Proj_Heavy_Blaster"><!-- used by Elite Trooper--><Text_ID>TEXT_NONE</Text_ID>
	<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
	<Projectile_Custom_Render>1</Projectile_Custom_Render>
	<Projectile_Width>0.3</Projectile_Width>
	<Projectile_Length>8.0</Projectile_Length>
	<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
	<Scale_Factor>1.0</Scale_Factor>
	<Damage_Type> Damage_Blaster_Cannon </Damage_Type>
	<Max_Speed>11.0</Max_Speed>
	<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
	<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
	<Projectile_Category>Laser</Projectile_Category>
	<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
	<Projectile_Damage>6.0</Projectile_Damage>
	<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
	<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
	<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
	<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
	<Projectile_Lifetime_Detonation_Particle/>
	<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
	<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
	<AI_Combat_Power>80</AI_Combat_Power>
	<Projectile_SFXEvent_Detonate_Reduced_By_Armor> Unit_Projectile_Infantry_Ricochet </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
</Projectile>
<!-- used by LAAT--><Projectile Name="Proj_LAAT_Laser_Green"><!-- used by LAAT--><Text_ID>TEXT_NONE</Text_ID>
	<Land_Model_Name>W_LASER_MEDIUM.ALO</Land_Model_Name>
	<Projectile_Custom_Render>1</Projectile_Custom_Render>
	<Projectile_Width>0.7</Projectile_Width>
	<Projectile_Length>12</Projectile_Length>
	<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
	<Scale_Factor>1.0</Scale_Factor>
	<Damage_Type> Damage_2M_Repulsortank</Damage_Type>
	<Max_Speed>30.0</Max_Speed>
	<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
	<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
	<Projectile_Category>Laser</Projectile_Category>
	<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
	<Projectile_Damage>12.0</Projectile_Damage>
	<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
	<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
	<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
	<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
	<Projectile_Lifetime_Detonation_Particle/>
	<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
	<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
	<AI_Combat_Power>160</AI_Combat_Power>
</Projectile>
<Projectile Name="Proj_Composite_Beam"><!-- used by LAAT--><Text_ID>TEXT_NONE</Text_ID>
	<Land_Model_Name>W_COMPOSITE_BEAM.ALO</Land_Model_Name>
	<Scale_Factor>3</Scale_Factor>
	<Projectile_Custom_Render>0</Projectile_Custom_Render>
	<Damage_Type> Damage_TIE_Mauler </Damage_Type>
	<Max_Speed>800.0</Max_Speed>
	<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
	<Behavior>PROJECTILE</Behavior>
	<Projectile_Category>Laser</Projectile_Category>
	<Projectile_Max_Flight_Distance>800.0</Projectile_Max_Flight_Distance>
	<Projectile_Damage>3.0</Projectile_Damage>
	<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	<Projectile_Energy_Per_Shot>1</Projectile_Energy_Per_Shot>
	<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
	<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Damage_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
	<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
	<Projectile_Lifetime_Detonation_Particle/>
	<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
	<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
	<AI_Combat_Power>50</AI_Combat_Power>
</Projectile>
	<Projectile Name="Proj_Flak_Pod">
	<Projectile_Rocket_Straight_Distance>0</Projectile_Rocket_Straight_Distance>
	<Projectile_Rocket_Curve_Offset>0</Projectile_Rocket_Curve_Offset>
	<Projectile_Rocket_Curve_Distance>250</Projectile_Rocket_Curve_Distance>
	<Text_ID>TEXT_NONE</Text_ID>
	<Land_Model_Name>P_THERMAL_TRAIL.ALO</Land_Model_Name>
	<Scale_Factor>0.5</Scale_Factor>
	<Damage_Type> Damage_Flak_Pod </Damage_Type>
	<Max_Speed>20.0</Max_Speed>
	<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
	<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
	<Projectile_Category>ROCKET</Projectile_Category>
	<Projectile_Target_Point_On_Terrain> False </Projectile_Target_Point_On_Terrain>
	<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
	<Projectile_Max_Scan_Range>1200.0</Projectile_Max_Scan_Range>
	<Projectile_Damage>30.0</Projectile_Damage>
	<Projectile_Blast_Area_Range>60.0</Projectile_Blast_Area_Range>
	<Projectile_Blast_Area_Damage>30.0</Projectile_Blast_Area_Damage>
	<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
	<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
	<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
	<Projectile_Object_Armor_Reduced_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Object_Armor_Reduced_Detonation_Particle>
	<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
	<Projectile_Lifetime_Detonation_Particle>Small_Explosion_Space</Projectile_Lifetime_Detonation_Particle>
	<Projectile_Absorbed_By_Shields_Particle>Missile_Explosion_Ground_Hit</Projectile_Absorbed_By_Shields_Particle>
	<AI_Combat_Power>100</AI_Combat_Power>
</Projectile>


transport unit

<TransportUnit Name="LAAT_Landing_Craft">
	<Text_ID>TEXT_UNIT_IMPERIAL_LANDING_CRAFT</Text_ID>
	<Land_Model_Name>EV_IMPERIALCRAFT.ALO</Land_Model_Name>
	<Space_Model_Name>EV_IMPERIALCRAFT_SPACE.ALO</Space_Model_Name>
	<Icon_Name>i_button_Sentinel_Lander.tga</Icon_Name>
	<Select_Box_Scale>150</Select_Box_Scale>
	<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
	<Mass>0.995</Mass>
	<Scale_Factor>0.9</Scale_Factor>
	<GUI_Bracket_Size>0</GUI_Bracket_Size>
	<Armor_Type> Armor_Transport </Armor_Type>
	<Max_Speed>3.0</Max_Speed>
	<Max_Rate_Of_Turn>.5</Max_Rate_Of_Turn>
	<MovementClass> Space </MovementClass>
	<Space_Layer> Corvette </Space_Layer>
	<Layer_Z_Adjust>0.0</Layer_Z_Adjust>
	<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>15</Bank_Turn_Angle>
	<Use_Special_Submit_Rules> true </Use_Special_Submit_Rules>
	<Max_Thrust>0.8</Max_Thrust>
	<Hyperspace>Yes</Hyperspace>
	<Hyperspace_Speed>1.5</Hyperspace_Speed>
	<Affiliation>Empire</Affiliation>
	<Ship_Class>Transport</Ship_Class>
	<Formation_Priority>5</Formation_Priority>
	<Is_Escort>no</Is_Escort>
	<Autoresolve_Health>400</Autoresolve_Health>
	<Damage>2</Damage>
	<Shield_Points>100</Shield_Points>
	<Tactical_Health>200</Tactical_Health>
	<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
	<Energy_Capacity>300</Energy_Capacity>
	<Energy_Refresh_Rate>300</Energy_Refresh_Rate>
	<Required_Timeline>0</Required_Timeline>
	<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
	<Required_Star_Base_Level>0</Required_Star_Base_Level>
	<Required_Special_Structures/>
	<Required_Planets/>
	<Build_Cost_Credits>0</Build_Cost_Credits>
	<Build_Time_Seconds>120</Build_Time_Seconds>
	<Size_Value>120</Size_Value>
	<Behavior>SELECTABLE, TRANSPORT</Behavior>
	<SpaceBehavior> SIMPLE_SPACE_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, REVEAL, UNIT_AI, HIDE_WHEN_FOGGED, ASTEROID_FIELD_DAMAGE</SpaceBehavior>
	<LandBehavior>SELECTABLE, REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
	<TacticalBehavior> SELECTABLE </TacticalBehavior>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
	<Death_Clone>Damage_Normal, LAAT_Landing_Craft_Death_Clone</Death_Clone>
	<Obstacle_Width>120.0</Obstacle_Width>
	<Obstacle_Height>120.0</Obstacle_Height>
	<Obstacle_X_Offset>-60.0</Obstacle_X_Offset>
	<Obstacle_Y_Offset>-60.0</Obstacle_Y_Offset>
	<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Green</Projectile_Types>
	<Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds>
	<Projectile_Fire_Pulse_Count>5</Projectile_Fire_Pulse_Count>
	<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
	<Death_Explosions>Medium_Explosion_Space_Empire</Death_Explosions>
	<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
	<Space_FOW_Reveal_Range>900.0</Space_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
	<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
	<Fire_Inaccuracy_Distance> Fighter, 5.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Bomber, 5.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Transport, 5.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Corvette, 70.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Frigate, 30.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Super, 30.0 </Fire_Inaccuracy_Distance>
	<Fire_Category_Restrictions> Infantry, Vehicle, Structure, Air, Transport </Fire_Category_Restrictions>
	<Exit_Door_Angle_Degrees>180.0</Exit_Door_Angle_Degrees>
	<Exit_Door_Distance>0.0</Exit_Door_Distance>
	<Victory_Relevant>yes</Victory_Relevant>
	<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>120.0, 90.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
	<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
	<SFXEvent_Select>Unit_Select_Sentinel_Lander</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Sentinel_Lander</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Sentinel_Lander</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Sentinel_Lander</SFXEvent_Attack>
	<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
	<SFXEvent_Engine_Idle_Loop> Unit_Shuttle_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
	<SFXEvent_Engine_Moving_Loop> Unit_Shuttle_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Shuttle_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
	<CategoryMask>Transport</CategoryMask>
	<Landing_Transport_Variant>LAAT_Landing_Craft_Landing</Landing_Transport_Variant>
	<AI_Combat_Power>10</AI_Combat_Power>
	<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT </Encyclopedia_Unit_Class>
	<Has_Space_Evaluator>True</Has_Space_Evaluator>
</TransportUnit>
<UniqueUnit Name="LAAT_Landing_Craft_Death_Clone">
	<Text_ID>TEXT_UNIT_IMPERIAL_LANDING_CRAFT</Text_ID>
	<Space_Model_Name>EV_ImperialCraft_space_D.alo</Space_Model_Name>
	<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
	<Scale_Factor>0.9</Scale_Factor>
	<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
	<Max_Speed>0.25</Max_Speed>
	<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
	<Max_Thrust>0.05</Max_Thrust>
	<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>5</Bank_Turn_Angle>
	<CategoryMask> Fighter </CategoryMask>
</UniqueUnit>
<TransportUnit Name="LAAT_Landing_Craft_Landing">
	<Variant_Of_Existing_Type>LAAT_Landing_Craft</Variant_Of_Existing_Type>
	<Behavior>TRANSPORT</Behavior>
	<Scale_Factor>2.5</Scale_Factor>
	<Select_Box_Scale>120</Select_Box_Scale>
	<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
	<Is_Valid_Target>No</Is_Valid_Target>
	<User_Bound_Min>-700, -700, 0</User_Bound_Min>
	<User_Bound_Max>700, 700, 1500</User_Bound_Max>
	<Hover_Offset>1000.0</Hover_Offset>
	<Has_Space_Evaluator>False</Has_Space_Evaluator>
	<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
</TransportUnit>
<TransportUnit Name="LAAT_Landing_Craft_Landing">
	<Variant_Of_Existing_Type>LAAT_Landing_Craft</Variant_Of_Existing_Type>
	<Behavior>TRANSPORT</Behavior>
	<Scale_Factor>2.5</Scale_Factor>
	<Select_Box_Scale>120</Select_Box_Scale>
	<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
	<Is_Valid_Target>No</Is_Valid_Target>
	<User_Bound_Min>-700, -700, 0</User_Bound_Min>
	<User_Bound_Max>700, 700, 1500</User_Bound_Max>
	<Has_Space_Evaluator>False</Has_Space_Evaluator>
	<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
</TransportUnit>

sfxeventsengine

<SFXEvent Name="Unit_LAAT_Idle_Engine_Loop">
	<Use_Preset>Preset_EGL_Land_Idle</Use_Preset>
	<Samples>Data\Audio\EGL_LAAT_1.wav</Samples>
	<Min_Pitch>100</Min_Pitch>
	<Max_Pitch>120</Max_Pitch>
</SFXEvent>
<SFXEvent Name="Unit_LAAT_Moving_Engine_Loop">
	<Use_Preset>Preset_EGL_Land</Use_Preset>
	<Samples>Data\Audio\EGL_LAAT_1.wav</Samples>
	<Min_Pitch>180</Min_Pitch>
	<Max_Pitch>200</Max_Pitch>
</SF[code]
[/code]

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Sweet! thats the one with the wroking transport WOOT!

 

Sentinel assault shuttle (useable).

I'll get on making it a transport too soon...(right now this works for EaW and FoC)

 

Into Groundvehicles

	<GroundVehicle Name="Sentinel_Assault_Shuttle">

	<Encyclopedia_Good_Against> Rebel_Trooper MPTL Snowspeeder </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> UC_Rebel_Buildable_Anti_Aircraft_Turret </Encyclopedia_Vulnerable_To>

	<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
	<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
	<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
	<Text_ID>TEXT_UNIT_IMPERIAL_LANDING_CRAFT</Text_ID>
	<Land_Model_Name>EV_IMPERIALCRAFT_SPACE.ALO</Land_Model_Name>
	<Mass>0.985</Mass>
	<Autoresolve_Health>450.0</Autoresolve_Health>
	<Max_Speed>2.0</Max_Speed>
	<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
	<Max_Thrust>0.1</Max_Thrust>
	<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
	<Max_Lift>3.0</Max_Lift>
	<Bank_Turn_Angle>40</Bank_Turn_Angle>
	<Behavior>SELECTABLE, POWERED</Behavior>
	<LandBehavior>FLYING_LOCOMOTOR,REVEAL,HIDE_WHEN_FOGGED, SHIELDED, POWERED, AMBIENT_SFX,UNIT_AI,TARGETING,STUNNABLE</LandBehavior>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Select_Box_Scale>43</Select_Box_Scale>
	<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
	<Scale_Factor>2.25</Scale_Factor>
	<!--<Is_Sprite>No</Is_Sprite>-->
	<Type>Fly</Type>
	<Deploys>No</Deploys>
	<Affiliation>Empire</Affiliation>
	<Size_Value>15</Size_Value>

	<Damage>100</Damage>
	<Shield_Points>30</Shield_Points>
	<Tactical_Health>400</Tactical_Health>
	<Shield_Refresh_Rate>2</Shield_Refresh_Rate>
	<Energy_Capacity>400</Energy_Capacity>
	<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
	<SFXEvent_Select>Unit_Select_Sentinel_Lander</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Sentinel_Lander</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Sentinel_Lander</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Sentinel_Lander</SFXEvent_Attack>
	<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<SFXEvent_Engine_Idle_Loop> Unit_Shuttle_Idle_Engine_Loop </SFXEvent_Engine_Idle_Loop>
	<SFXEvent_Engine_Moving_Loop> Unit_Shuttle_Moving_Engine_Loop </SFXEvent_Engine_Moving_Loop>
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Shuttle_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

	<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
	<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
	<Death_Explosions>Friggin_Huge_Explosion_Space</Death_Explosions>
	<Asteroid_Damage_Hit_Particles>Small_Explosion_Space</Asteroid_Damage_Hit_Particles>


	<HardPoints>
	HP_Sentinel_Laser_01
	HP_Sentinel_Laser_02
	HP_Sentinel_Missile_01
	HP_Sentinel_Missile_02
	</HardPoints>

	<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
	<Icon_Name>i_button_Sentinel_Lander.tga</Icon_Name>
	<CategoryMask> Air </CategoryMask>
	<MovementClass> Flying </MovementClass>
	<OccupationStyle>1x1</OccupationStyle>

	<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

	<Exit_Door_Angle_Degrees>90.0</Exit_Door_Angle_Degrees>
	<Exit_Door_Distance>50.0</Exit_Door_Distance>
	<Victory_Relevant>yes</Victory_Relevant>
	<Hover_Offset>30.0</Hover_Offset>

	<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
	<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>

	<MovementClass> Space </MovementClass>
	<Space_Layer> Capital </Space_Layer>
	<Layer_Z_Adjust>40.0</Layer_Z_Adjust>
	<Min_Speed>2.0</Min_Speed>
	<Hover_Offset>150.0</Hover_Offset>
	<Prepare_Strafe_Height>100.0</Prepare_Strafe_Height>
	<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
	<Idle_Chase_Range>0.0</Idle_Chase_Range>
	<Guard_Chase_Range>100.0</Guard_Chase_Range>

</GroundVehicle>

 

Into Hardpoints

    <HardPoint Name="HP_Sentinel_Laser_01">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

            <Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_00</Fire_Bone_B>
            <Fire_Cone_Width>360.0</Fire_Cone_Width>
            <Fire_Cone_Height>180.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ground_Laser_Cannon_Sentinel</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>4</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>500.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent>

	<Fire_Inaccuracy_Distance> LandHero, 10.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance>
	<Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Air, 10.0 </Targeting_Fire_Inaccuracy>


    </HardPoint>

    <HardPoint Name="HP_Sentinel_Laser_02">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

            <Fire_Bone_A>MuzzleA_01</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_01</Fire_Bone_B>
            <Fire_Cone_Width>360.0</Fire_Cone_Width>
            <Fire_Cone_Height>180.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ground_Laser_Cannon_Sentinel</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>3</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>4</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>4</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>500.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_Empire_Ship_Laser_Fire</Fire_SFXEvent>

	<Fire_Inaccuracy_Distance> LandHero, 10.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance>
	<Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Air, 10.0 </Targeting_Fire_Inaccuracy>


    </HardPoint>

    <HardPoint Name="HP_Sentinel_Missile_01">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

            <Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_00</Fire_Bone_B>
            <Fire_Cone_Width>360.0</Fire_Cone_Width>
            <Fire_Cone_Height>180.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ground_Proton_Torpedo</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>5</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>6</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>2</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>500.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_MPTL_Tank_Fire</Fire_SFXEvent>

	<Fire_Inaccuracy_Distance> LandHero, 10.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance>
	<Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy>
	<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>


    </HardPoint>

    <HardPoint Name="HP_Sentinel_Missile_02">
		<Type> HARD_POINT_WEAPON_LASER </Type>
            <Is_Targetable>No</Is_Targetable>
            <Is_Destroyable>No</Is_Destroyable>

            <Fire_Bone_A>MuzzleA_01</Fire_Bone_A>
            <Fire_Bone_B>MuzzleA_01</Fire_Bone_B>
            <Fire_Cone_Width>360.0</Fire_Cone_Width>
            <Fire_Cone_Height>180.0</Fire_Cone_Height>
            <Fire_Projectile_Type>Proj_Ground_Proton_Torpedo</Fire_Projectile_Type>
            <Fire_Min_Recharge_Seconds>5</Fire_Min_Recharge_Seconds>
            <Fire_Max_Recharge_Seconds>6</Fire_Max_Recharge_Seconds>
            <Fire_Pulse_Count>2</Fire_Pulse_Count>
            <Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
            <Fire_Range_Distance>500.0</Fire_Range_Distance>
			<Fire_SFXEvent>Unit_MPTL_Tank_Fire</Fire_SFXEvent>

	<Fire_Inaccuracy_Distance> LandHero, 10.0 </Fire_Inaccuracy_Distance>
	<Fire_Inaccuracy_Distance> Infantry, 10.0 </Fire_Inaccuracy_Distance>
	<Targeting_Fire_Inaccuracy> Vehicle, 1.0 </Targeting_Fire_Inaccuracy>
	<Targeting_Fire_Inaccuracy> Structure, 1.0 </Targeting_Fire_Inaccuracy>
	<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>


    </HardPoint>

 

Into GROUNDCOMPANIESEMPIRE

	<GroundCompany Name="Imperial_Assault_Shuttles">
	<Text_ID>TEXT_IMPERIAL_ARMOR_GROUP</Text_ID>
	<Encyclopedia_Good_Against> T2B_Tank MPTL Pod_Walker </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> T4B_Tank Plex_Soldier UC_Rebel_Buildable_Anti_Vehicle_Turret </Encyclopedia_Vulnerable_To>
	<GUI_Row> 1 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Damage>40</Damage>
	<Autoresolve_Health>100</Autoresolve_Health>
	<Affiliation>Empire</Affiliation>
	<Build_Cost_Credits>500</Build_Cost_Credits>
	<Build_Time_Seconds>50</Build_Time_Seconds>
	<Build_Time_Reduced_By_Multiple_Factories> Yes </Build_Time_Reduced_By_Multiple_Factories>
	<Build_Tab_Land_Units>Yes</Build_Tab_Land_Units>
	<Tech_Level>2</Tech_Level>
	<Required_Timeline>0</Required_Timeline>
	<Required_Ground_Base_Level>1</Required_Ground_Base_Level>
	<Required_Star_Base_Level>0</Required_Star_Base_Level>
	<Required_Special_Structures>E_Ground_Heavy_Vehicle_Factory</Required_Special_Structures>
	<Required_Planets />
	<Behavior>DUMMY_GROUND_COMPANY</Behavior>
	<Formation_Priority>3</Formation_Priority>
	<Is_Escort>yes</Is_Escort>
	<Ship_Class>air</Ship_Class>
	<Company_Transport_Unit>Imperial_Landing_Craft</Company_Transport_Unit>
	<Company_Units>Sentinel_Assault_Shuttle</Company_Units>
	<Max_Squad_Size> 1 </Max_Squad_Size>
	<Icon_Name>i_button_Sentinel_Lander.tga</Icon_Name>
	<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>EHD_Vehicle_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>Unit_Select_Sentinel_Lander</SFXEvent_Build_Complete>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Sentinel_Lander</SFXEvent_Fleet_Move>
	<Score_Cost_Credits>500</Score_Cost_Credits>


	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>1200</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>18</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites />
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
	<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
	<!--<MULTIPLAYER SKIRMISH VALUES END>-->

	<Encyclopedia_Text>TEXT_TOOLTIP_M1_REPULSOR</Encyclopedia_Text>
	<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TANK</Encyclopedia_Unit_Class>
	<Maintenance_Cost>0.05</Maintenance_Cost>
	        
	<Population_Value>1</Population_Value>
</GroundCompany>

 

Still Ironing out fussy firing, but it flies, and circles targets while attacking. Good vs. pretty much everything. (BTW I'm using this for Moff Seerdon's shuttle in Rogue Squadron Maps)

http://img.photobucket.com/albums/v423/kc1991/droid803sig.jpg

"That was fun"

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LAAT code from bailknight:

Hey!!!!

That's not free-release! You need Bailknight's permission..

 

And there was another topic this, but I'll post here. ;)

Replace the entries in EaW-*clears throat* FoC(possibly), with the ones below to get the modifications described above them

 

Accurate "Sandtrooper"

<GroundInfantry Name="Squad_E_Field_Commander_Guard">
<Variant_Of_Existing_Type>Squad_Stormtrooper</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_COMMANDER_GUARD_E</Text_ID>
<Tactical_Health>70</Tactical_Health>
<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
<Score_Cost_Credits> 250 </Score_Cost_Credits>
<Create_Team>Yes</Create_Team>
<Land_Terrain_Model_Mapping>
		Temperate, 			EI_TROOPER_Sand.ALO,
		Urban, 				EI_TROOPER_Sand.ALO,
		Arctic, 			EI_TROOPER_Sand.ALO,
		Volcanic, 			EI_TROOPER_Sand.ALO,
		Desert, 			EI_TROOPER_Sand.ALO,
		Forest, 			EI_TROOPER_Sand.ALO,
		Swamp, 				EI_TROOPER_Sand.ALO
	</Land_Terrain_Model_Mapping><No_Colorization_Color> 1, 1, 1, 1 </No_Colorization_Color>
<Projectile_Fire_Pulse_Count>25</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy> Infantry, 3.5 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 10.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 15.0 </Targeting_Fire_Inaccuracy>
</GroundInfantry>

 

Rapid Fire Stormtrooper

<GroundInfantry Name="Squad_Stormtrooper">
<Variant_Of_Existing_Type>Stormtrooper</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_STORMTROOPER</Text_ID>
<LandBehavior>LANDING, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
<Is_Squashable> Yes </Is_Squashable>
<Max_Speed> 1 </Max_Speed>
<Space_Layer> None </Space_Layer>
<Custom_Soft_Footprint_Radius> 3.0 </Custom_Soft_Footprint_Radius>
<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
<FormationRaggedness> .2 </FormationRaggedness>
<MaxJiggleDistance> 2 </MaxJiggleDistance>
<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy> Infantry, 4.5 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 10.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 15.0 </Targeting_Fire_Inaccuracy>
</GroundInfantry>

 

"M-16" Stormtrooper(elite rifle from BFII)

<GroundInfantry Name="Squad_E_Field_Commander_Guard">
<Variant_Of_Existing_Type>Squad_Stormtrooper</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_COMMANDER_GUARD_E</Text_ID>
<Tactical_Health>70</Tactical_Health>
<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
<Score_Cost_Credits> 250 </Score_Cost_Credits>
<Create_Team>Yes</Create_Team>
<Land_Terrain_Model_Mapping>
		Temperate, 			EI_TROOPER_Sand.ALO,
		Urban, 				EI_TROOPER_Sand.ALO,
		Arctic, 			EI_TROOPER_Sand.ALO,
		Volcanic, 			EI_TROOPER_Sand.ALO,
		Desert, 			EI_TROOPER_Sand.ALO,
		Forest, 			EI_TROOPER_Sand.ALO,
		Swamp, 				EI_TROOPER_Sand.ALO
	</Land_Terrain_Model_Mapping><No_Colorization_Color> 1, 1, 1, 1 </No_Colorization_Color>
<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy> Infantry, 1.5 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 5.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 15.0 </Targeting_Fire_Inaccuracy>
</GroundInfantry>

 

Rebel Chaingun guy

<GroundInfantry Name="Squad_Plex_Soldier">
<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
<Text_ID>TEXT_UNIT_PLEX_SOLDIER</Text_ID>
<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR,IDLE,WEAPON, STUNNABLE, REVEAL,HIDE_WHEN_FOGGED,DAMAGE_TRACKING</LandBehavior>
<Is_Squashable> Yes </Is_Squashable>
<Max_Speed> 1 </Max_Speed>
<Space_Layer> None </Space_Layer>
<Custom_Soft_Footprint_Radius> 3.0 </Custom_Soft_Footprint_Radius>
<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
<FormationRaggedness> 1.4 </FormationRaggedness>
<MaxJiggleDistance> 3.5 </MaxJiggleDistance>
<!-- When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to -->
<Conversion_Ability_Changes_To_Enemy> Squad_Plex_Soldier_Converted_To_Enemy </Conversion_Ability_Changes_To_Enemy>
<Projectile_Types>Proj_Hand_Blaster_Red</Projectile_Types>
<Projectile_Fire_Pulse_Count>50</Projectile_Fire_Pulse_Count>
<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
<Projectile_Fire_Recharge_Seconds>15.0</Projectile_Fire_Recharge_Seconds>
<Targeting_Fire_Inaccuracy> Infantry, 10.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Vehicle, 30.0 </Targeting_Fire_Inaccuracy>
<Targeting_Fire_Inaccuracy> Air, 15.0 </Targeting_Fire_Inaccuracy>
</GroundInfantry>

Edited by 1upD

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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Thanks for the Sticky 8)

 

Now on to more goodies  ;D

 

For those of you that like to make custom GC.  I have been "playing" around with the events and triggers here and there and I thought I would pass this along.

 

(FoC is used for this example.)

 

I did not realy like the fact that Underworld gets all the heros right off the start, so I decided to modify a few things. Any and all missions that needed a hero, now only ask for Tyber_Zann. The rest of the heros do not spawn at the start. (Files for Underworld plots are Story_Underworld_name of story.....xml). Then I changed all entries in Planets.xml. Swapping the hero name for Tyber_Zann, and here and there added other required units like Destroyer_Droid just to help keep a little balance.

 

Now that the other heros are removed, how do we get them back, well..... For the faction Underworld, there is a black market :) Looking at this gave me all sorts of ideas, we can by heros, weapons, units, ships etc...

 

Open up the Campaigns_underworld_gc.xml

scroll to the campaign you want to use, then look for this line

name of file here

That is the file we will be edting.

 

1: Remove all events cept one. ( Universal_Story_Start )

2: Add this right after

<Event Name="Spawn_Tyber">
	<Event_Type>STORY_TRIGGER</Event_Type>
	<Reward_Type>SPAWN_HERO</Reward_Type>
	<Reward_Param1>Tyber_Zann_Team</Reward_Param1>
	<Reward_Param2>Mandalore</Reward_Param2>
	<Prereq>Universal_Story_Start</Prereq>
</Event>

<!-- Unlock Heros Based on Tech Upgrades From Black Market-->

<Event Name="Tech1">
	<Event_Type>STORY_BUY_BLACK_MARKET</Event_Type>
	<Event_Param1>Buy_Bossk_Team</Event_Param1>
</Event>
<Event Name="Tech2">
	<Event_Type>STORY_BUY_BLACK_MARKET</Event_Type>
	<Event_Param1>Buy_IG88_Team</Event_Param1>
</Event>
<Event Name="Tech3">
	<Event_Type>STORY_BUY_BLACK_MARKET</Event_Type>
	<Event_Param1>Buy_Silri_Team</Event_Param1>
</Event>
<Event Name="Tech4">
	<Event_Type>STORY_BUY_BLACK_MARKET</Event_Type>
	<Event_Param1>Buy_Urai_Fen_Team</Event_Param1>
</Event>

<!-- If purchased from black market then ... -->

<Event Name="Spawn_Bossk">
	<Event_Type>STORY_TRIGGER</Event_Type>
	<Reward_Type>SPAWN_HERO</Reward_Type>
	<Reward_Param1>Bossk_Team</Reward_Param1>
	<Reward_Param2>Mandalore</Reward_Param2>
	<Prereq>Tech1</Prereq>
</Event>
  	
<Event Name="Spawn_IG88">
	<Event_Type>STORY_TRIGGER</Event_Type>
        	               <Reward_Type>SPAWN_HERO</Reward_Type>
        	               <Reward_Param1>IG88_Team</Reward_Param1>
        	               <Reward_Param2>Mandalore</Reward_Param2>
               <Prereq>Tech2</Prereq>
</Event>

<Event Name="Spawn_Silri">
	<Event_Type>STORY_TRIGGER</Event_Type>
	<Reward_Type>SPAWN_HERO</Reward_Type>
	<Reward_Param1>Silri_Team</Reward_Param1>
	<Reward_Param2>Mandalore</Reward_Param2>
	<Prereq>Tech3</Prereq>
</Event>

<Event Name="Spawn_Urai">
	<Event_Type>STORY_TRIGGER</Event_Type>
	<Reward_Type>SPAWN_HERO</Reward_Type>
	<Reward_Param1>Urai_Fen_Team</Reward_Param1>
	<Reward_Param2>Mandalore</Reward_Param2>
	<Prereq>Tech4</Prereq>		
</Event>

 

Open up Blackmarketitems.xml

It list each tech item, level and who has it (empire / rebel).  As far as I can tell, the Market can only have 5 entries from each faction :( I will look into this more and see if it can be expanded. If so, then we can have the org. tech upgrades along with a bunch of new items on the Black Market. But for now, Remove all code and replace with this.....

<?xml version="1.0"?>
<BlackMarketItems>


   <!-- 9/12/06 JAC - Changed rebel tech levels to be of range 1-5 to be consistant with
         empire tech level range.  Game code will compensate for the fact that rebels really
         have tech levels 0-4.
   -->

<!-- 
Price for Black Market Item(s) is found on this line....
<Base_Cost_Credits> 1000 </Base_Cost_Credits>
Adjust the cost per item as you see fit
-->
  
    <Item Name="Buy_Bossk_Team">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 1 </Tech_Level>
        <Ability_Names>Bossk_Team</Ability_Names>
        <Base_Cost_Credits> 1000 </Base_Cost_Credits>
        <Icon_Name> i_button_UI_Boskk.tga </Icon_Name>
        <Localized_Name> TEXT_HERO_BOSSK </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BOSSK </Localized_Description>
    </Item>
    
    <Item Name="Buy_IG88_Team">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 2 </Tech_Level>
        <Ability_Names>IG88_Team</Ability_Names>
        <Base_Cost_Credits> 1000 </Base_Cost_Credits>
        <Icon_Name> i_button_UI_IG88.tga </Icon_Name>
        <Localized_Name> TEXT_HERO_IG88 </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_IG88 </Localized_Description>
    </Item>   
    
    <Item Name="Buy_Silri_Team">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 3 </Tech_Level>
        <Ability_Names>Silri_Team</Ability_Names>
        <Base_Cost_Credits> 1000 </Base_Cost_Credits>
        <Icon_Name> i_button_ui_silri.tga </Icon_Name>
        <Localized_Name> TEXT_HERO_SILRI </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_SILRI </Localized_Description>
    </Item>   
    
    <Item Name="Buy_Urai_Fen_Team">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 4 </Tech_Level>
        <Ability_Names>Urai_Fen_Team</Ability_Names>
        <Base_Cost_Credits> 1000 </Base_Cost_Credits>
        <Icon_Name> i_button_urai_fen.tga </Icon_Name>
        <Localized_Name> TEXT_HERO_URAI_FEN </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_URAI_FEN </Localized_Description>
    </Item>     
    
<!-- Old Empire Tech Upgrades -->    
<!--
    <Item Name="Buzz_Droid_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 1 </Tech_Level>
        <Ability_Names> Buzz_Droids_Viper </Ability_Names>
        <Base_Cost_Credits> 1000 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_buzz_droids.tga </Icon_Name>
        <Localized_Name> TEXT_BM_BUZZ_DROID_TECH </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_BUZZ_DROID_TECH </Localized_Description>
        <Used_By_Units> Starviper_Fighter </Used_By_Units>
        <Tutorial_Tech_Level> 0 </Tutorial_Tech_Level>
        <Tutorial_Base_Cost_Credits>1000</Tutorial_Base_Cost_Credits>
    </Item>

    <Item Name="Disruptor_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 2 </Tech_Level>
        <Ability_Names> Disruptor_Permanent_Swap </Ability_Names>
        <Base_Cost_Credits> 2000 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_disruptor.tga </Icon_Name>
        <Localized_Name> TEXT_BM_DISRUPTOR_TECH </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_DISRUPTOR_TECH </Localized_Description>
        <Used_By_Units> Underworld_Disruptor_Merc </Used_By_Units>
        <Tutorial_Tech_Level> 0 </Tutorial_Tech_Level>
        <Tutorial_Base_Cost_Credits>1000</Tutorial_Base_Cost_Credits>
    </Item>

    <Item Name="Core_Overload_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 3 </Tech_Level>
        <Ability_Names> Krayt_Self_Destruct, Pulse_Tank_Self_Destruct, Vengeance_Self_Destruct </Ability_Names>
        <Base_Cost_Credits> 3000 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_self_destruct.tga </Icon_Name>
        <Localized_Name> TEXT_BM_STRAT_DEMO </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_STRAT_DEMO </Localized_Description>
        <Used_By_Units> Krayt_Class_Destroyer, MZ8_Pulse_Cannon_Tank, Vengeance_Frigate </Used_By_Units>
        <Tutorial_Tech_Level> 3 </Tutorial_Tech_Level>
        <Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits>
    </Item>

    <Item Name="Vehicle_Cloaking_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 4 </Tech_Level>
        <Ability_Names> Stealth_F9TZ, Stealth_Vengeance, Stealth_Peacebringer </Ability_Names>
        <Base_Cost_Credits> 3900 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_stealth.tga </Icon_Name>
        <Localized_Name> TEXT_BM_CLOAKING_TECH </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_CLOAKING_TECH </Localized_Description>
        <Used_By_Units> Vengeance_Frigate, F9TZ_Cloaking_Transport, The_Peacebringer </Used_By_Units>
        <Tutorial_Tech_Level> 4 </Tutorial_Tech_Level>
        <Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits>
    </Item>

    <Item Name="Point_Defense_System_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Empire </Faction>
        <Tech_Level> 5 </Tech_Level>
        <Ability_Names> Crusader_Laser_Defense </Ability_Names>
        <Base_Cost_Credits> 4800 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_laser_defense.tga </Icon_Name>
        <Localized_Name> TEXT_BM_POINT_DEFENSE </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_POINT_DEFENSE </Localized_Description>
        <Used_By_Units> Crusader_Gunship </Used_By_Units>
        <Tutorial_Tech_Level> 5 </Tutorial_Tech_Level>
        <Tutorial_Base_Cost_Credits>100000</Tutorial_Base_Cost_Credits>
    </Item>
-->

<!-- Old Rebel Tech Upgrades -->
<!--
    <Item Name="Proximity_Mine_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Rebel </Faction>
        <Tech_Level> 1 </Tech_Level>
        <Ability_Names> Grenadier_Proximity, Grenadier_Proximity_Solo</Ability_Names>
        <Base_Cost_Credits> 1000 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_proximity_mines.tga </Icon_Name>
        <Localized_Name> TEXT_BM_DEF_MINES </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_DEF_MINES </Localized_Description>
        <Used_By_Units> Underworld_Merc </Used_By_Units>
    </Item>
    
    <Item Name="Full_Salvo_Sync">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Rebel </Faction>
        <Tech_Level> 2 </Tech_Level>
        <Ability_Names> Interceptor_Full_Salvo </Ability_Names>
        <Base_Cost_Credits> 2000 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_full_salvo.tga </Icon_Name>
        <Localized_Name> TEXT_BM_WEAPON_SYNC </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_WEAPON_SYNC </Localized_Description>
        <Used_By_Units> Interceptor4_Frigate </Used_By_Units>
    </Item>
    
    <Item Name="Sensor_Jamming_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Rebel </Faction>
        <Tech_Level> 3 </Tech_Level>
        <Ability_Names> Skipray_Sensor_Jamming </Ability_Names>
        <Base_Cost_Credits> 2800 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_sensor_jamming.tga </Icon_Name>
        <Localized_Name> TEXT_BM_SENSOR_JAMMING </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_SENSOR_JAMMING </Localized_Description>
        <Used_By_Units> Skipray_Blastboat </Used_By_Units>
    </Item>

    <Item Name="Weaponized_Carbonite_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Rebel </Faction>
        <Tech_Level> 4 </Tech_Level>
        <Ability_Names> MAL_Swap_Weapon </Ability_Names>
        <Base_Cost_Credits> 3700 </Base_Cost_Credits>
        <Icon_Name> i_multi_carbonite_firing1.tga </Icon_Name>
        <Localized_Name> TEXT_BM_WEAPONIZED_CARBONITE </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_WEAPONIZED_CARBONITE </Localized_Description>
        <Used_By_Units> MAL_Rocket_Vehicle </Used_By_Units>
    </Item>
    
    <Item Name="Shield_Leech_Tech">
        <Uncommon_Price_Multiplier> 5.5 </Uncommon_Price_Multiplier>
        <Faction> Rebel </Faction>
        <Tech_Level> 5 </Tech_Level>
        <Ability_Names> Kadalbe_Leech_Shields </Ability_Names>
        <Base_Cost_Credits> 4200 </Base_Cost_Credits>
        <Icon_Name> i_sa_bl_leech_shields.tga </Icon_Name>
        <Localized_Name> TEXT_BM_SHIELD_REDIST </Localized_Name>
        <Localized_Description> TEXT_TOOLTIP_BM_SHIELD_REDIST </Localized_Description>
        <Used_By_Units> Kedalbe_Battleship </Used_By_Units>
    </Item>

-->

</BlackMarketItems>

 

Now as you can see, this opens up all kinds of possibilities. You do not have to remove the heros from plantes, story plots, etc... Mabey you wish to keep that part of the game the same and make NEW heros to use in the black market, or a combo of both, or, or, or :P

 

If you do remove the tech up grades form the black market as I have for now, you will need to enable them so your units can use them without having to purchase them.

 

Open each file that looks like this Units_land_underworld and Units_Space_Underworld...xml then search for

"Must_Be_Bought_On_Black_Market" simply replace Yes with No :)

 

I am currently making a few custom hero units and modified ships/land units to be placed on the Market.

Edited by bhaalshad
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Nice! Is there a way to make a hero buyable for all factions, but only one may be built?

 

I was thinkin' if you set it the affiliation tag to all factions, and made only one available, that might work. Could anyone test this?

"I feel fantastic and I'm

Still Alive

and when you're dying I will be

Still Alive

and when you're dead I will be

Still Alive

STILL ALIVE"~GLaDOS

Anybody who thinks Palpatine is a sepratist knows NOTHING about star Wars

When in doubt- rocket it.

Dowload The Underworld's Might beta from Filefront!

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You can have a hero for [Empire, Rebel, Underworld] however, even if you set the build limit to 1, you could end up with 3 in game :P ie. each faction can have only 1. If there is truely a way around this, it has escaped me  ::)
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The code I posted for the Dark Adept will make him buildable in GC.

 

If you want to use in skirmish, for Empire and Rebel open up SpecialStructures.xml. For Underworld it is SpecialStructures_underworld.xml.

 

Search for the Faction Building you wish to add unit to.

Empire = E_Ground_Barracks

Rebel = R_Ground_Barracks

Underworld =U_Ground_Barracks

 

Now scroll down until you see

 

now just add Darkside_Adept_Team to the build list there.

Underworld,

Darkside_Adept_Team,

Underworld_Disruptor_Merc_Squad,

Underworld_Merc_Squad,

Night_Sister_Company,

Vornskr_Wolf_Pack,

Underworld_Ewok_Handler_Company,

UL_Ability_Recharge_L1_Upgrade,

UL_Ability_Recharge_L2_Upgrade,

UL_Rancor_Stimulant_L1_Upgrade,

UL_Rancor_Stimulant_L2_Upgrade,

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This is a basic code for adding rockets to your units.

Modify and to what ever gun you wish to use.

MuzzleA_00 - MuzzleA_10 / MuzzleB_00 - MuzzleB_10 for example.

 

In Hardpoints.xml add.

<HardPoint Name="HP_BASIC_LASER_LEFT">
   	<Type> HARD_POINT_WEAPON_LASER </Type>
          <Is_Targetable>No</Is_Targetable>
           <Is_Destroyable>No</Is_Destroyable>
   	<Damage_Type>Damage_Corellian_Corvette</Damage_Type>
     <Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
     <Fire_Bone_B>MuzzleA_00</Fire_Bone_B>
           <Fire_Cone_Width>90.0</Fire_Cone_Width>
           <Fire_Cone_Height>90.0</Fire_Cone_Height>
           <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
           <Fire_Min_Recharge_Seconds>0.4</Fire_Min_Recharge_Seconds>
           <Fire_Max_Recharge_Seconds>0.8</Fire_Max_Recharge_Seconds>
           <Fire_Pulse_Count>2</Fire_Pulse_Count>
           <Fire_Pulse_Delay_Seconds>0.6</Fire_Pulse_Delay_Seconds>
           <Fire_Range_Distance>1000.0</Fire_Range_Distance>
   	<Fire_SFXEvent>Unit_Rebel_Ship_Laser_Fire</Fire_SFXEvent>
   
   	<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Corvette,3.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Frigate, 3.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Capital, 3.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Super, 3.0 </Fire_Inaccuracy_Distance>
   			
    	<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>

	<Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode>
	<Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode>

</HardPoint>

<HardPoint Name="HP_BASIC_LASER_RIGHT">
   	<Type> HARD_POINT_WEAPON_LASER </Type>
          <Is_Targetable>No</Is_Targetable>
           <Is_Destroyable>No</Is_Destroyable>
   	<Damage_Type>Damage_Corellian_Corvette</Damage_Type>
     <Fire_Bone_A>MuzzleA_01</Fire_Bone_A>
     <Fire_Bone_B>MuzzleA_01</Fire_Bone_B>
           <Fire_Cone_Width>90.0</Fire_Cone_Width>
           <Fire_Cone_Height>90.0</Fire_Cone_Height>
           <Fire_Projectile_Type>Proj_Ship_Medium_Laser_Cannon_Red</Fire_Projectile_Type>
           <Fire_Min_Recharge_Seconds>0.4</Fire_Min_Recharge_Seconds>
           <Fire_Max_Recharge_Seconds>0.8</Fire_Max_Recharge_Seconds>
           <Fire_Pulse_Count>2</Fire_Pulse_Count>
           <Fire_Pulse_Delay_Seconds>0.6</Fire_Pulse_Delay_Seconds>
           <Fire_Range_Distance>1000.0</Fire_Range_Distance>
   	<Fire_SFXEvent>Unit_Rebel_Ship_Laser_Fire</Fire_SFXEvent>
   
   	<Fire_Inaccuracy_Distance> Fighter, 1.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Bomber, 1.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Transport, 1.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Corvette,3.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Frigate, 3.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Capital, 3.0 </Fire_Inaccuracy_Distance>
   	<Fire_Inaccuracy_Distance> Super, 3.0 </Fire_Inaccuracy_Distance>
   			
    	<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>

	<Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode>
	<Fire_When_In_Normal_Attack_Mode>Yes</Fire_When_In_Normal_Attack_Mode>

</HardPoint>

<HardPoint Name="HP_BASIC_ROCKET_LEFT">
    <Type> HARD_POINT_WEAPON_TORPEDO </Type>
    <Is_Targetable>No</Is_Targetable>
    <Is_Destroyable>No</Is_Destroyable>
    <Damage_Type> Damage_Proton_Torp </Damage_Type>

    <Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
    <Fire_Bone_B>MuzzleA_00</Fire_Bone_B>
    <Fire_Cone_Width>30.0</Fire_Cone_Width>
    <Fire_Cone_Height>30.0</Fire_Cone_Height>
    <Fire_Cone_Width>30.0</Fire_Cone_Width>
    <Fire_Cone_Height>30.0</Fire_Cone_Height>
    <Fire_Projectile_Type>Proj_Ship_Concussion_Missile_Fighter2</Fire_Projectile_Type>
    <Projectile_Damage>60</Projectile_Damage>
    <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
    <Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds>
    <Fire_Pulse_Count>1</Fire_Pulse_Count>
    <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds>
    <Fire_Range_Distance>1000.0</Fire_Range_Distance>
    <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent>
<Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode>
<Fire_When_In_Normal_Attack_Mode>No</Fire_When_In_Normal_Attack_Mode>
</HardPoint>

<HardPoint Name="HP_BASIC_ROCKET_RIGHT">
    <Type> HARD_POINT_WEAPON_TORPEDO </Type>
    <Is_Targetable>No</Is_Targetable>
    <Is_Destroyable>No</Is_Destroyable>
    <Damage_Type> Damage_Proton_Torp </Damage_Type>

    <Fire_Bone_A>MuzzleA_01</Fire_Bone_A>
    <Fire_Bone_B>MuzzleA_01</Fire_Bone_B>
    <Fire_Cone_Width>30.0</Fire_Cone_Width>
    <Fire_Cone_Height>30.0</Fire_Cone_Height>
    <Fire_Cone_Width>30.0</Fire_Cone_Width>
    <Fire_Cone_Height>30.0</Fire_Cone_Height>
    <Fire_Projectile_Type>Proj_Ship_Concussion_Missile_Fighter2</Fire_Projectile_Type>
    <Projectile_Damage>60</Projectile_Damage>
    <Fire_Min_Recharge_Seconds>3.0</Fire_Min_Recharge_Seconds>
    <Fire_Max_Recharge_Seconds>3.0</Fire_Max_Recharge_Seconds>
    <Fire_Pulse_Count>1</Fire_Pulse_Count>
    <Fire_Pulse_Delay_Seconds>0.0</Fire_Pulse_Delay_Seconds>
    <Fire_Range_Distance>1000.0</Fire_Range_Distance>
    <Fire_SFXEvent>Unit_Missile_Fire</Fire_SFXEvent>
<Fire_When_In_Rocket_Attack_Mode>Yes</Fire_When_In_Rocket_Attack_Mode>
<Fire_When_In_Normal_Attack_Mode>No</Fire_When_In_Normal_Attack_Mode>
</HardPoint>

 

Now open up Projectiles.xml and add

<Projectile Name="Proj_Ship_Concussion_Missile_Fighter2">
    <Text_ID>TEXT_NONE</Text_ID>
    <!--W_concussion_missile-->
    <Space_Model_Name>w_thermal_detonator_rebel.alo</Space_Model_Name>
    <Scale_Factor>3.5</Scale_Factor>
    <Damage_Type> Damage_Con_Missile </Damage_Type>
    <Max_Speed>16.5</Max_Speed>
    <Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
    <Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
    <Projectile_Category>MISSILE</Projectile_Category>
    <Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
    <Projectile_Max_Scan_Range>0</Projectile_Max_Scan_Range>
    <!-- was 750, changed so it doesn't reacquire targets -->
    <Projectile_Damage>40</Projectile_Damage>
    <Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
    <Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
    <Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
    <Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
    <Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
    <Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
    <Projectile_Object_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Object_Detonation_Particle>
    <Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
    <Projectile_Ground_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Ground_Detonation_Particle>
    <Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
    <!--		<Projectile_Absorbed_By_Shields_Particle>Conc_Missile_Absorbed_By_Shields</Projectile_Absorbed_By_Shields_Particle> -->
    <AI_Combat_Power>900</AI_Combat_Power>
  </Projectile>

 

Now open the ship you wish to give this ability to.

Add these hardpoints.

HP_BASIC_LASER_LEFT, HP_BASIC_LASER_RIGHT,

HP_BASIC_ROCKET_LEFT, HP_BASIC_ROCKET_RIGHT

 

Add only one of these abilities..

For temp fire useage. (Allows for Recharge)

ROCKET_ATTACK

30

10

 

For Perm fire useage. (No Expiration)

ROCKET_ATTACK

 

You are all set :)

 

Btw, the Proj_Ship_Concussion_Missile_Fighter2 can be used for EaW & FoC.

If you are using FoC and want a nice looking "Fire" Missile try this one out :P

Just replace Proj_Ship_Concussion_Missile_Fighter2  with Proj_Ship_Concussion_Missile_Fighter3

in Harpoints.xml

 

Projectiles.xml

<Projectile Name="Proj_Ship_Concussion_Missile_Fighter3">
<Text_ID>TEXT_NONE</Text_ID>
<Space_Model_Name>p_kraytdestoyer_superblast.alo</Space_Model_Name>
<Land_Model_Name>p_kraytdestoyer_superblast.alo</Land_Model_Name>
<Scale_Factor>0.08</Scale_Factor>
<Damage_Type> Damage_Krayt_Damage_Blast </Damage_Type>
<Max_Speed>30.0</Max_Speed>
<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
<SpaceBehavior>IDLE</SpaceBehavior>
<LandBehavior>IDLE</LandBehavior>

<Projectile_Category>LASER</Projectile_Category>
<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
<Projectile_Damage>40.0</Projectile_Damage>
<Projectile_Blast_Area_Damage>60.0</Projectile_Blast_Area_Damage>
<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>

<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
<Projectile_SFXEvent_Detonate_Reduced_By_Armor> SFX_Small_Damage_Detonation </Projectile_SFXEvent_Detonate_Reduced_By_Armor>
<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
<Projectile_Object_Detonation_Particle>p_kraytdestoyer_detonate</Projectile_Object_Detonation_Particle>
<Projectile_Object_Armor_Reduced_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Armor_Reduced_Detonation_Particle>
<Projectile_Ground_Detonation_Particle/>
<Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle>

<AI_Combat_Power>3000</AI_Combat_Power>

<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
      	<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
      	<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>

  </Projectile>

Note: Using this on small sized ships, might not look as good as lets sat a Corvette, Capital, Starbase etc :)

http://i90.photobucket.com/albums/k240/bhaalshad/logo3.jpg
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AGGRESSOR ASSAULT FIGHTER

------------------------------

I know I posted a download for this but perhaps just posting the code would help as well. This is a generic squad of three of these ships (the one that IG88 flies).

 

Place this into the Gameobjectfiles.xml

<File>Units_space_aggresor_assault.xml</File>

 

Create a new blank XML and rename it: Units_Space_Aggresor_Assault.xml and place this code into it and save

<?xml version="1.0"?>


<Skipray_Blastboat_Data>




<SpaceUnit Name="Aggressor_Assault_Fighter">
	<Text_ID>TEXT_UNIT_AGGRESSOR</Text_ID>
	<Encyclopedia_Text>TEXT_TOOLTIP_AGGRESSOR</Encyclopedia_Text>
	<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FIGHTER </Encyclopedia_Unit_Class>
	<Encyclopedia_Good_Against> TIE_Interceptor_Squadron X-wing </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> Corellian_Corvette Tartan_Patrol_Cruiser </Encyclopedia_Vulnerable_To>
	<Icon_Name>i_button_UV_IG2000.tga</Icon_Name>

	<Space_Model_Name>UV_IG2000.ALO</Space_Model_Name>
	<Scale_Factor>1.0</Scale_Factor>
	<Select_Box_Scale>50</Select_Box_Scale>
	<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
	<Mouse_Collide_Override_Sphere_Radius> 50.0 </Mouse_Collide_Override_Sphere_Radius>

	<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
	<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
	<Mass>0.99</Mass>

	<Max_Lift>3</Max_Lift>
	<Max_Speed>4.4</Max_Speed>
	<Min_Speed>3.2</Min_Speed>
	<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
	<Max_Thrust>1.0</Max_Thrust>
	<Max_Rate_Of_Roll>4.0</Max_Rate_Of_Roll>
	<Bank_Turn_Angle>50</Bank_Turn_Angle>
	<Begin_Turn_Towards_Distance>290.0</Begin_Turn_Towards_Distance>
	<Hyperspace>Yes</Hyperspace>
	<Hyperspace_Speed>1.5</Hyperspace_Speed>
	<Maintenance_Cost>0.1</Maintenance_Cost>

	<Affiliation>Underworld</Affiliation>

	<Shield_Points>36</Shield_Points>
	<Tactical_Health>50</Tactical_Health>
	<Shield_Refresh_Rate>8</Shield_Refresh_Rate>
	<Energy_Capacity>999</Energy_Capacity>
	<Energy_Refresh_Rate>999</Energy_Refresh_Rate>
	<Ship_Class>fighter</Ship_Class>
	<Armor_Type> Armor_fighter </Armor_Type>
        <Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
                
	<Formation_Priority>2</Formation_Priority>
	<Size_Value>8</Size_Value>
	<Is_Escort>yes</Is_Escort>
	<Is_Bomber>no</Is_Bomber>
	<Damage>6</Damage>
	<Squadron_Capacity>0</Squadron_Capacity>
	<Number_per_Squadron>3</Number_per_Squadron>

	<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, REVEAL, NEBULA </SpaceBehavior>
	<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
	<Space_FOW_Reveal_Range>610.0</Space_FOW_Reveal_Range>
	<Targeting_Max_Attack_Distance>510.0</Targeting_Max_Attack_Distance>

	<HardPoints>
		HP_IG2000_LASER_00,
		HP_IG2000_LASER_01
	</HardPoints>

	<SFXEvent_Fire> Unit_Star_Viper_Fire </SFXEvent_Fire>
	<SFXEvent_Select>Unit_Select_Skipray</SFXEvent_Select>
	<SFXEvent_Move>Unit_Move_Skipray</SFXEvent_Move>
	<SFXEvent_Fleet_Move>Unit_Fleet_Move_Skipray</SFXEvent_Fleet_Move>
	<SFXEvent_Attack>Unit_Attack_Skipray</SFXEvent_Attack>
	<SFXEvent_Guard>Unit_Guard_Skipray</SFXEvent_Guard>
	<SFXEvent_Move_Into_Nebula> Unit_Nebula_Skipray </SFXEvent_Move_Into_Nebula>
	<SFXEvent_Health_Low_Warning> Unit_Health_Low_Skipray </SFXEvent_Health_Low_Warning>
	<SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Skipray </SFXEvent_Health_Critical_Warning>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Skipray </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Skipray </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Skipray </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Skipray </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Skipray </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Skipray </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Skipray </SFXEvent_Attack_Hardpoint>
	<SFXEvent_Ambient_Moving> Unit_Y_Wing_Fly_By </SFXEvent_Ambient_Moving>
	<SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
	<SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
	<SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Y_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>
	<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Death_Explosions>Small_Explosion_Space</Death_Explosions>
	<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>

	<CategoryMask> Fighter | AntiBomber</CategoryMask>
	<Property_Flags> SmallShip </Property_Flags>
	<Victory_Relevant>yes</Victory_Relevant>
	<Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
	<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

	<Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
	<Custom_Footprint_Radius> 15.0 </Custom_Footprint_Radius>
	<MovementClass> Space </MovementClass>
	<Out_Of_Combat_Defense_Adjustment>-1.0</Out_Of_Combat_Defense_Adjustment>
	<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>

	<Create_Team>Yes</Create_Team>
	<AI_Combat_Power>75</AI_Combat_Power>
	<Collision_Box_Modifier>2.0</Collision_Box_Modifier>
	<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
	<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
	<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
	<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
	<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
	<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
	<Remove_Upon_Death>true</Remove_Upon_Death>

	<Strafe_Distance>500.0</Strafe_Distance>
	<Population_Value>0</Population_Value>

	<Unit_Abilities_Data SubObjectList="Yes">

		<Unit_Ability>
			<Type>SENSOR_JAMMING</Type>
			<GUI_Activated_Ability_Name> Skipray_Sensor_Jamming </GUI_Activated_Ability_Name> 
			<Recharge_Seconds>35.0</Recharge_Seconds> 
			<Expiration_Seconds>60.0</Expiration_Seconds>
			<Effective_Radius>800.0</Effective_Radius> 
                <SFXEvent_GUI_Unit_Ability_Activated> Unit_Jam_Sensors_On_Skipray </SFXEvent_GUI_Unit_Ability_Activated> 				
			<SFXEvent_GUI_Unit_Ability_Deactivated> Unit_Jam_Sensors_Off_Skipray </SFXEvent_GUI_Unit_Ability_Deactivated> 
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Unit_Ability>

	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">

		<Sensor_Jamming_Ability Name="Skipray_Sensor_Jamming">
			<Activation_Style> User_Input </Activation_Style>
                <Owner_Particle_Effect>Sensor_Jamming_Effect</Owner_Particle_Effect>
                <Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Sensor_Jamming_Ability>

	</Abilities>

</SpaceUnit>


<!-- Squadron info -->

<Squadron Name="Aggressor_Squadron">
	<Text_ID>TEXT_UNIT_AGGRESSOR_SQUADRON</Text_ID>
	<Encyclopedia_Text>TEXT_TIE_TOOLTIP_AGGRESSOR</Encyclopedia_Text>
	<Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_FIGHTER </Encyclopedia_Unit_Class>
	<Encyclopedia_Good_Against> TIE_Interceptor_Squadron X-wing </Encyclopedia_Good_Against>
	<Encyclopedia_Vulnerable_To> Corellian_Corvette Tartan_Patrol_Cruiser </Encyclopedia_Vulnerable_To>
	<Icon_Name>i_button_UV_IG2000.tga</Icon_Name>

	<GUI_Row> 1 </GUI_Row>
	<Is_Dummy>Yes</Is_Dummy>
	<Formation_Priority>2</Formation_Priority>
	<Is_Escort>yes</Is_Escort>
	<Is_Bomber>no</Is_Bomber>
	<Autoresolve_Health>200</Autoresolve_Health>
	<Damage>15</Damage>

	<Affiliation>Underworld</Affiliation>
	<Political_Control>0</Political_Control>
	<Build_Cost_Credits>600</Build_Cost_Credits>
	<Build_Time_Seconds>19</Build_Time_Seconds>
	<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
	<Tech_Level>0</Tech_Level>
	<Required_Timeline />
	<Required_Star_Base_Level>2</Required_Star_Base_Level>
	<Required_Special_Structures />

	<Cheap_Bribe_Cost>15</Cheap_Bribe_Cost>
	<Expensive_Bribe_Cost>30</Expensive_Bribe_Cost>
	<Tactical_Bribe_Cost>300</Tactical_Bribe_Cost>

	<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
	<Squadron_Units>Aggressor_Assault_Fighter, Aggressor_Assault_Fighter, Aggressor_Assault_Fighter</Squadron_Units>
	<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
	<Squadron_Offsets>0.0,60.0,0.0</Squadron_Offsets>
	<Squadron_Offsets>0.0,-60.0,0.0</Squadron_Offsets>

	<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
	<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
	<SFXEvent_Build_Complete>Unit_Complete_Skipray</SFXEvent_Build_Complete>

	<FormationOrder>3</FormationOrder>
	<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
	<Guard_Chase_Range>1000.0</Guard_Chase_Range>
	<Idle_Chase_Range>200.0</Idle_Chase_Range>
	<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
	<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
	<Property_Flags> SmallShip </Property_Flags>
	<Population_Value>1</Population_Value>
	<Score_Cost_Credits> 700</Score_Cost_Credits>

     	<Max_Squad_Size> 3 </Max_Squad_Size>

	<!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
	<Tactical_Build_Cost_Multiplayer>850</Tactical_Build_Cost_Multiplayer>
	<Tactical_Build_Time_Seconds>19</Tactical_Build_Time_Seconds>
	<Tactical_Build_Prerequisites />
	<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	<!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
	<!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
	<!--<MULTIPLAYER SKIRMISH VALUES END>-->

	<Unit_Abilities_Data SubObjectList="Yes">

		<Unit_Ability>
			<Type>SENSOR_JAMMING</Type>
			<GUI_Activated_Ability_Name> Skipray_Sensor_Jamming </GUI_Activated_Ability_Name> 
			<Recharge_Seconds>40.0</Recharge_Seconds> 
			<Expiration_Seconds>65.0</Expiration_Seconds>
			<Effective_Radius>815.0</Effective_Radius> 
                <Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Unit_Ability>

	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">

		<Sensor_Jamming_Ability Name="Skipray_Sensor_Jamming">
			<Activation_Style> User_Input </Activation_Style>
                <Owner_Particle_Effect>Sensor_Jamming_Effect</Owner_Particle_Effect>
                <Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Sensor_Jamming_Ability>

	</Abilities>


</Squadron>

</Skipray_Blastboat_Data>

 

To enable this for skirmish place this below into the Starbases_Underworlds.xml in the starbase sections under after and before

Aggressor_Squadron,

 

 

Please note you'll need to create appropriate entries in the MasterTextFile.dat file, or just grab the minimod I already posted.

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