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ultimentra

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Everything posted by ultimentra

  1. Hey do you guys think a invisible projectiles is possible?
  2. Hey what did you do the HTT to make it have more firepower? Please release this mod!
  3. Please release this mod. Its so cool looking.
  4. So when you gonna release it?
  5. How the fighters fly is hardcoded i think.
  6. this should be stickied.
  7. hmmm, 1upD do u think i could send you models i need to be hexed? Since your such an expert and im such a dummy ???. Id really appreciate it.
  8. i bet you could make a new tutorial 1upD.
  9. you dont understand. I need to apply a skin to a model. I can backup my files so either shut up or give me a link to the download and tell me how to do it.
  10. Well im trying to apply a skin to model. 1upD told me i needed it.
  11. What is HEX? and can someone give me a link to download it?
  12. What! Jedi too? I need the codes for that!
  13. FAC now has an official forum, and the site is currently under construction. http://forums.revora.net/index.php?showforum=1341
  14. whats hex. and where do i download it?
  15. Thanks, got the Icon thing down. Now i just need help with the skin thing.
  16. Hey can someone give me step by step directions on how to add icons to the MT Commandbar and how to tell a new unit to use a pre-existing model, but a different skin. Such as telling a new unit to use the stormtrooper model and anims but a skin called Customstormtrooper.dds Please help.
  17. very nice, can i use this in FAC? Im gonna need the coding.
  18. 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]
  19. It says that there is a parse error in said xml with errors. So you know what to fix. Very handy when trying to add the LAAT. ;D
  20. OMG!!!!!! AWESOME! Can i please have the coding?
  21. Very cool, expect to see this in the Fight Against Corruption.
  22. I have all my files extracted. Do u think you could email the edited xmls in a zip or rar file? And i could just copy paste them? Thanks alot. And 1upD, you have yet to help me at all. You still have not given me an email address or IM address. Once you do then you can tell me what you can or cant do.
  23. OMG please send me the coding for that unit. I would really like for my mod FAC. btw would you like to join FAC? We need 1 more coder. And anything else you can do would be great. I would greatly appreciated it.
  24. Can i use the coding and stuff for your reaper unit?
  25. This mod looks o so lovely. Whats that ground aerial thing that looks like the lamda shuttle?

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