
ultimentra
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Everything posted by ultimentra
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Re: New Colored Laser Bolts (for both land and Space)
ultimentra replied to PhatmanNIk's topic in EAW Mods General Workshop
Hey do you guys think a invisible projectiles is possible? -
Hey what did you do the HTT to make it have more firepower? Please release this mod!
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Please release this mod. Its so cool looking.
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Charlie's Mod - New Mod Release
ultimentra replied to MonkeyBiz's topic in EAW Mods General Workshop
So when you gonna release it? -
Making Fighters Scatter while attacking
ultimentra replied to Dark_Dragon's topic in EAW Mods General Workshop
How the fighters fly is hardcoded i think. -
this should be stickied.
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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.
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i bet you could make a new tutorial 1upD.
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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.
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Well im trying to apply a skin to model. 1upD told me i needed it.
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What is HEX? and can someone give me a link to download it?
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Re: LoW MiniMod - Dark Side Adepts?
ultimentra replied to MonkeyBiz's topic in EAW Mods General Workshop
What! Jedi too? I need the codes for that! -
FAC now has an official forum, and the site is currently under construction. http://forums.revora.net/index.php?showforum=1341
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Re: Help with things i need help with
ultimentra replied to ultimentra's topic in EAW Mods General Workshop
whats hex. and where do i download it? -
Re: Help with things i need help with
ultimentra replied to ultimentra's topic in EAW Mods General Workshop
Thanks, got the Icon thing down. Now i just need help with the skin thing. -
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.
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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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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
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Re: Mandalorian Mercs 56k beware!
ultimentra replied to Darth Khasei's topic in EAW Mods General Workshop
OMG!!!!!! AWESOME! Can i please have the coding? -
Very cool, expect to see this in the Fight Against Corruption.
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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.
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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.
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Can i use the coding and stuff for your reaper unit?
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This mod looks o so lovely. Whats that ground aerial thing that looks like the lamda shuttle?