useranim 0 "anim\MobProdPlntRadar.M01" 120 wrap sfx 167 alias "human_mobile_production_plant_useranim_1" "hydraulicnoises\hydraulic 1" group HUGE_STRUCTURES
useranim 1 "anim\MobProdPlntLandSequence.M01" 360 sfx 168 alias "human_mobile_production_plant_useranim_2" "22 HANGER SCENE\22 Lift Up_Down\Lift Up" group HUGE_STRUCTURES
useranim 2 "anim\MobProdPlntLandSequence.M01" 360 reverse sfx 169 alias "human_mobile_production_plant_useranim_3" "22 HANGER SCENE\22 Lift Up_Down\Lift Down" group HUGE_STRUCTURES
schematic "hud\eweapons\hbomber64.tga"
;explode_sfx "22 EXPLOSIONS\22 Large Structure Explosion\Large Structure Explosion.1" group EXPLOSIONS
explode_sfx 170 alias "human_mobile_production_plant_explosion" "22 EXPLOSIONS\22 Large Structure Explosion\Large Structure Explosion.1" group EXPLOSIONS
; cockpit "human flying cockpit"
#****************** Mobile Hospital
type "human mobile hospital"
objfile "eweapons\ia2\Hospital.ia2"
objfile lod 1 "eweapons\ia2\1\Hospital.ia2"
objfile lod 2 "eweapons\ia2\2\Hospital.ia2"
objfile lod 3 "eweapons\ia2\3\Hospital.ia2"
scale 7
group "human"
subgroup "human air"
symbol "heavy air"
icon_on
;hitpoints 50000
hull_strength 10000
shield_strength 20000
points 10000
dynamics "alien"
angular_thrust .004 .004 .004
angular_damping 1 8 8
bank_rate .14
bank_limit .24
linear_thrust 9 9 2
linear_drag .8 .8 .98
// new.....
COG 0 -1 0
density 1000
;sfx "structures\production plant" group HUGE_STRUCTURES loop
sfx 171 alias "human_mobile_hospital" "structures\production plant" group HUGE_STRUCTURES loop
;useranim 0 "anim\HospitalDoorsOpen.M01" 120 sfx "hydraulicnoises\hydraulic 1" group HUGE_STRUCTURES
useranim 0 "anim\HospitalDoorsOpen.M01" 120 sfx 172 alias "human_mobile_hospital_dooropen" "hydraulicnoises\hydraulic 1" group HUGE_STRUCTURES
schematic "hud\eweapons\hbomber64.tga"
;explode_sfx "22 EXPLOSIONS\22 Large Structure Explosion\Large Structure Explosion.1" group EXPLOSIONS
explode_sfx 173 alias "human_mobile_hospital_explosion" "22 EXPLOSIONS\22 Large Structure Explosion\Large Structure Explosion.1" group EXPLOSIONS
; cockpit "human flying cockpit"
#****************** Big Momma
type "human mothership"
objfile "eweapons\ia2\mothership.ia2"
scale 5 //1
group "human"
subgroup "human air"
symbol "heavy air"
icon_on
hitpoints 10000
points 10000
dynamics "alien"
angular_thrust .003 .0042 .001
angular_damping 1 12 12
linear_thrust 3 3 .5
linear_drag .8 .8 .98
; sfx "aircraft large" group ENGINES loop
;sfx "22 Alien Craft\Comdex Motherships\MOTHER_7" group ZOOMFX group ENGINES loop // NEW - Andys (Mothership)
sfx 174 alias "human_mothership_engine" "22 Alien Craft\Comdex Motherships\MOTHER_7" group ZOOMFX group ENGINES loop // NEW - Andys (Mothership)
;explode_sfx "22 EXPLOSIONS\22 Large Structure Explosion\Large Structure Explosion.1" group EXPLOSIONS
explode_sfx 175 alias "human_mothership_hangar_explosion" "22 EXPLOSIONS\22 Large Structure Explosion\Large Structure Explosion.1" group EXPLOSIONS
;explode_sfx "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
explode_sfx 184 alias "human_gunship_3_explosion" "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
; cockpit "human flying cockpit"
weaponry "HUMAN_LASER_BEAM_2" ;was human laser 1
#****************** a ship which can join with 2b
type "human gunship 2a"
objfile "eweapons\ia2\gunship2a.ia2"
objfile lod 1 "eweapons\ia2\1\gunship2a.ia2"
objfile lod 2 "eweapons\ia2\2\gunship2a.ia2"
objfile lod 3 "eweapons\ia2\3\gunship2a.ia2"
scale 5
group "human"
subgroup "human air"
symbol "light air"
icon_on
hitpoints 400
points 200
dynamics "alien"
angular_thrust .0025 .003 .003
angular_damping .5 19 19
angular_drag .95 .95 .95
bank_rate .01
bank_limit .04
linear_thrust 9 9 1.7
linear_drag .8 .8 .98
COG 0 -.60 0
target_offset 0 -.25 0
;sfx "22 Alien Craft\Mid\Alien_Craft_Medium_22" group ENGINES loop // NEW - Andys (Human gunship 2a)
sfx 185 alias "human_gunship_2a_engine" "22 Alien Craft\Mid\Alien_Craft_Medium_22" group ENGINES loop // NEW - Andys (Human gunship 2a)
;fireprep primary "anim\Gunship2aGunsReady.M01" 60 sfx "44SMALLPOD\smallpod6" group ANIMS ; NOTE - this preps ALL guns
fireprep primary "anim\Gunship2aGunsReady.M01" 60 sfx 186 alias "human_gunship_2a_fireprep_primary" "44SMALLPOD\smallpod6" group ANIMS ; NOTE - this preps ALL guns
;sfx "22 Alien Craft\Mid\Alien_Craft_Medium_01" group ENGINES loop volume -500// NEW - Andys (Human Twin Engined)
sfx 190 alias "human_twin_engined_fighter_engine" "22 Alien Craft\Mid\Alien_Craft_Medium_01" group ENGINES loop volume -500// NEW - Andys (Human Twin Engined)
landing "anim\AsltFgtrLandGear.M01" 40
useranim 0 "anim\AsltFgtrLandGear.M01" 40
; propagate "FUpprStrut" propagate_to end
;sfx "22 HANGER SCENE\22 Lift Up_Down\Lift Down" group ANIMS
;start_sfx "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw2" group ANIMS
;end_sfx "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw4" group ANIMS
sfx 191 alias "human_twin_engined_fighter_useranim_1_main" "22 HANGER SCENE\22 Lift Up_Down\Lift Down" group ANIMS
start_sfx 192 alias "human_twin_engined_fighter_useranim_1_start" "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw2" group ANIMS
end_sfx 193 alias "human_twin_engined_fighter_useranim_1_end" "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw4" group ANIMS
useranim 1 "anim\AsltFgtrLandGear.M01" 40 reverse
; reverse propagate "FUpprStrut" propagate_to end
;sfx "22 ANIM SOUNDS\servo_2" group ANIMS loop
;;sfx "22 MECH_ROBOTS\22 Mech Walk 1\Mech1_Walk_Lt_Up" group ANIMS loop
;start_sfx "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw2" group ANIMS
;end_sfx "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw4" group ANIMS
sfx 194 alias "human_twin_engined_fighter_useranim_2_main" "22 ANIM SOUNDS\servo_2" group ANIMS loop
;sfx "22 MECH_ROBOTS\22 Mech Walk 1\Mech1_Walk_Lt_Up" group ANIMS loop
start_sfx 195 alias "human_twin_engined_fighter_useranim_2_start" "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw2" group ANIMS
end_sfx 196 alias "human_twin_engined_fighter_useranim_2_end" "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw4" group ANIMS
useranim 2 "anim\AsltFgtrWingsFold.M01" 60
; propagate "RightWing" propagate_to "LAeorofoil"
;sfx "22 ANIM SOUNDS\servo_2" group ANIMS loop
;sfx "22 MECH_ROBOTS\22 Mech Walk 1\Mech1_Walk_Lt_Up" group ANIMS loop
;start_sfx "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw2" group ANIMS
;end_sfx "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw4" group ANIMS
sfx 197 alias "human_twin_engined_fighter_useranim_3_main" "22 ANIM SOUNDS\servo_2" group ANIMS loop
;sfx "22 MECH_ROBOTS\22 Mech Walk 1\Mech1_Walk_Lt_Up" group ANIMS loop
start_sfx 198 alias "human_twin_engined_fighter_useranim_3_start" "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw2" group ANIMS
end_sfx 199 alias "human_twin_engined_fighter_useranim_3_end" "22 MECH_ROBOTS\22 Mech Foot Draw_Short\mechfootdraw4" group ANIMS
;explode_sfx "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
explode_sfx 200 alias "human_twin_engined_fighter_explosion" "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
schematic "hud\eweapons\asltfgtr64.tga"
joints
pos "FUpprStrut"
min 0 0 0
max 0 .06 0
stiffness 1 .25 1
style translational
pos "LUpprStrut"
min 0 0 0
max 0 .06 0
stiffness 1 .125 1
style translational
pos "RUpprStrut"
min 0 0 0
max 0 .06 0
stiffness 1 .125 1
style translational
; cockpit "human flying cockpit"
weaponry "HUMAN_LASER_BEAM_2"
#******************
type "human single engined fighter"
objfile "eweapons\ia2\seafgtr.ia2"
objfile lod 1 "eweapons\ia2\1\seafgtr.ia2"
objfile lod 2 "eweapons\ia2\2\seafgtr.ia2"
objfile lod 3 "eweapons\ia2\3\seafgtr.ia2"
scale 5
group "human"
subgroup "human air"
symbol "light air"
icon_on
;hitpoints 100
hull_strength 20;40
shield_strength 25;60
points 500
radar medium
dynamics "alien"
angular_thrust .004 .007 .007
angular_damping 1 9 9
bank_rate .17
bank_limit .44
linear_thrust 12 12 2.6
linear_drag .8 .8 .98
angular_drag .95 .95 .95
target_offset 0 -.3 0
schematic "hud\eweapons\seafghr64.tga"
;sfx "22 Alien Craft\Hi\Alien_Craft_Small_06" group ENGINES loop mindist 500 volume -600// NEW - Andys (Human Single Engined)
sfx 201 alias "human_single_engined_fighter_engine" "22 Alien Craft\Hi\Alien_Craft_Small_06" group ENGINES loop mindist 500 volume -600// NEW - Andys (Human Single Engined)
;explode_sfx "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
explode_sfx 202 alias "human_single_engined_fighter_explosion" "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
;landing "anim\SEAFgtrWheelsDown.M01" 60 sfx "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
landing "anim\SEAFgtrWheelsDown.M01" 60 sfx 203 alias "human_single_engined_fighter_landing" "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
;useranim 0 "anim\SEAFgtrWheelsDown.M01" 60 sfx "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
;useranim 1 "anim\SEAFgtrWheelsDown.M01" 60 reverse sfx "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
useranim 0 "anim\SEAFgtrWheelsDown.M01" 60 sfx 204 alias "human_single_engined_fighter_useranim_0" "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
useranim 1 "anim\SEAFgtrWheelsDown.M01" 60 reverse sfx 205 alias "human_single_engined_fighter_useranim_1" "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
;fireprep primary "anim\SEAFgtrGunsReady.M01" 40 sfx "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
fireprep primary "anim\SEAFgtrGunsReady.M01" 40 sfx 206 alias "human_single_engined_fighter_fireprep_primary" "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
fireanimate secondary all "anim\SEAFgtrSecondaryFire.M01" 10
; cockpit "human flying cockpit"
weaponry "HUMAN_LASER_BEAM_1"
#******************
type "human jet helicopter"
objfile "eweapons\ia2\Heli1.ia2"
objfile lod 1 "eweapons\ia2\1\Heli1.ia2"
objfile lod 2 "eweapons\ia2\2\Heli1.ia2"
objfile lod 3 "eweapons\ia2\3\Heli1.ia2"
scale 5
lod1bias 100
group "human"
subgroup "human air"
symbol "light air"
icon_on
;hitpoints 300
hull_strength 100
shield_strength 200
points 500
dynamics "alien"
angular_thrust .006 .006 .006
angular_damping 1 12 12
bank_rate .13
bank_limit .42
linear_thrust 11 11 2.6
linear_drag .8 .8 .98
angular_drag .95 .95 .95 //new addition
; transferable true
;sfx "22 Alien Craft\Mid\Alien_Craft_Medium_08" group ENGINES loop volume -400// NEW - Andys (Human fighter 4)
sfx 207 alias "human_jet_helicopter_engine" "22 Alien Craft\Mid\Alien_Craft_Medium_08" group ENGINES loop volume -400// NEW - Andys (Human fighter 4)
; sfx "22 Alien Craft\22 HeliGrains\Heligrain_8" group ENGINES loop // NEW - Andys (Human jet helicopter)
; sfx "22 EARTH CRAFT\Fighter Engines\Fighter Engines.1" group ENGINES loop
landing "anim\Heli1GearDown.M01" 80 //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
useranim 0 "anim\Heli1GearDown.M01" 80 //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
;sfx "22 ANIM SOUNDS\servo_2" group ANIMS
;start_sfx "22 ANIM SOUNDS\servo_1" group ANIMS
;end_sfx "22 ANIM SOUNDS\servo_3" group ANIMS
sfx 208 alias "human_jet_helicopter_useranim_1_main" "22 ANIM SOUNDS\servo_2" group ANIMS
start_sfx 209 alias "human_jet_helicopter_useranim_1_start" "22 ANIM SOUNDS\servo_1" group ANIMS
end_sfx 210 alias "human_jet_helicopter_useranim_1_end" "22 ANIM SOUNDS\servo_3" group ANIMS
useranim 1 "anim\Heli1GearDown.M01" 80 reverse //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
;sfx "22 ANIM SOUNDS\servo_2" group ANIMS
;start_sfx "22 ANIM SOUNDS\servo_1" group ANIMS
;end_sfx "22 ANIM SOUNDS\servo_3" group ANIMS
sfx 211 alias "human_jet_helicopter_useranim_1_main" "22 ANIM SOUNDS\servo_2" group ANIMS
start_sfx 212 alias "human_jet_helicopter_useranim_1_start" "22 ANIM SOUNDS\servo_1" group ANIMS
end_sfx 213 alias "human_jet_helicopter_useranim_1_end" "22 ANIM SOUNDS\servo_3" group ANIMS
schematic "hud\eweapons\jetcop64.tga"
;explode_sfx "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
explode_sfx 214 alias "human_jet_helicopter_explosion" "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
; cockpit "human flying cockpit"
weaponry "HUMAN_LASER_BEAM_1"
#******************
type "human heavy bomber"
objfile "eweapons\ia2\HBomber.ia2"
objfile lod 1 "eweapons\ia2\1\HBomber.ia2"
objfile lod 2 "eweapons\ia2\2\HBomber.ia2"
objfile lod 3 "eweapons\ia2\3\HBomber.ia2"
scale 5
group "human"
subgroup "human air"
symbol "heavy air"
icon_on
;hitpoints 650;800
hull_strength 200
shield_strength 400
points 1000
dynamics "alien"
//new
angular_thrust .002 .010 .004
angular_damping 1 8 8
bank_rate .14
bank_limit .14
linear_thrust 9 9 2
linear_drag .8 .8 .98
;sfx "22 Alien Craft\Lo\Alien_Craft_Large_10a" group ENGINES loop volume -400// NEW - Andys (Human Heavy Bomber)
sfx 215 alias "human_heavy_bomber_engine" "22 Alien Craft\Lo\Alien_Craft_Large_10a" group ENGINES loop volume -400// NEW - Andys (Human Heavy Bomber)
useranim 0 "anim\HBomberLightsMove.M01" 60 wrap //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
;useranim 1 "anim\HBomberBayDoorsOpen.M01" 60 sfx "44SMALLPOD\smallpod6" group ANIMS //sfx "structures\structure small 4" min 200 max 4000
useranim 1 "anim\HBomberBayDoorsOpen.M01" 60 sfx 216 alias "human_heavy_bomber_baydooropen" "44SMALLPOD\smallpod6" group ANIMS //sfx "structures\structure small 4" min 200 max 4000
useranim 2 "anim\HBomberBkLeftAt-At.M01" 60
useranim 3 "anim\HBomberBkRightAt-At.M01" 60
useranim 4 "anim\HBomberFrLeftAt-At.M01" 60
useranim 5 "anim\HBomberFrRightAt-At.M01" 60
schematic "hud\eweapons\hbomber64.tga"
;explode_sfx "22 EXPLOSIONS\22 Large Craft Explosion\Large Craft Explosion.1" group EXPLOSIONS
explode_sfx 217 alias "human_heavy_bomber_explosion" "22 EXPLOSIONS\22 Large Craft Explosion\Large Craft Explosion.1" group EXPLOSIONS
; cockpit "human flying cockpit"
weaponry "HUMAN_BOMB" rate 80
#******************
type "human light bomber"
objfile "eweapons\ia2\lbomber.ia2"
objfile lod 1 "eweapons\ia2\1\lbomber.ia2"
objfile lod 2 "eweapons\ia2\2\lbomber.ia2"
objfile lod 3 "eweapons\ia2\3\lbomber.ia2"
scale 5
group "human"
subgroup "human air"
symbol "light air"
icon_on
;hitpoints 400;500
hull_strength 130
shield_strength 260
points 600
dynamics "alien"
angular_thrust .004 .004 .004
angular_damping 1 8 8
bank_rate .1
bank_limit .2
linear_thrust 10 10 2.5
linear_drag .8 .8 .98
angular_drag .95 .95 .95 //new addition
wobble_range .50 1 .50 //random settings for range
wobble_speed .001 .0 .001 //max speed per frame
target_offset 0 -.25 0
; transferable true
;sfx "22 Alien Craft\Lo\Alien_Craft_Large_03" group ENGINES loop volume -400// NEW - Andys (Human Light Bomber)
sfx 218 alias "human_light_bomber_engine" "22 Alien Craft\Lo\Alien_Craft_Large_03" group ENGINES loop volume -400// NEW - Andys (Human Light Bomber)
;landing "anim\LBomberLandGearDown.M01" 60 sfx "44SMALLPOD\smallpod6" group ANIMS
landing "anim\LBomberLandGearDown.M01" 60 sfx 219 alias "human_light_bomber_landing" "44SMALLPOD\smallpod6" group ANIMS
;useranim 0 "anim\LBomberLandGearDown.M01" 60 sfx "44SMALLPOD\smallpod6" group ANIMS
;useranim 1 "anim\LBomberLandGearDown.M01" 60 reverse sfx "44SMALLPOD\smallpod6" group ANIMS
useranim 0 "anim\LBomberLandGearDown.M01" 60 sfx 220 alias "human_light_bomber_useranim_0" "44SMALLPOD\smallpod6" group ANIMS
useranim 1 "anim\LBomberLandGearDown.M01" 60 reverse sfx 221 alias "human_light_bomber_useranim_1" "44SMALLPOD\smallpod6" group ANIMS
schematic "hud\eweapons\lbomber64.tga"
; sfx "aircraft small 1" group ENGINES loop
;explode_sfx "22 EXPLOSIONS\22 Large Craft Explosion\Large Craft Explosion.1" group EXPLOSIONS
explode_sfx 222 alias "human_light_bomber_explosion" "22 EXPLOSIONS\22 Large Craft Explosion\Large Craft Explosion.1" group EXPLOSIONS
; cockpit "human flying cockpit"
weaponry "HUMAN_BOMB" rate 30
type "human light bomber-no light"
objfile as "human light bomber" ;copies structure of "human light bomber"
objectelement "LightBeam"
noob
type "human mining craft"
objfile "eweapons\ia2\EminingCraft.ia2"
objfile lod 1 "eweapons\ia2\EminingCraft.ia2"
objfile lod 2 "eweapons\ia2\EminingCraft.ia2"
objfile lod 3 "eweapons\ia2\EminingCraft.ia2"
scale 5
group "human"
subgroup "human air"
symbol "light air"
icon_on
hull_strength 400
shield_strength 200
points 500
dynamics "hover"
hover_height 175
hover_range 25
linear_thrust .5 .2 .4
angular_thrust .0005 .0005 .0005
throttle_ramp .02 .02
turn_ramp .02 .1
static_friction 1 1 .6
kinetic_friction 1 1 .6
COG 0 -.8 0
angular_drag .98 .95 .98
linear_drag .90 .98 .96
// schematic "hud\eweapons\seafghr64.tga"
;sfx "22 Alien Craft\Hi\Alien_Craft_Small_06" group ENGINES loop mindist 500 volume -600// NEW - Andys (Human Single Engined)
sfx 223 alias "human_mining_craft_engine" "22 Alien Craft\Hi\Alien_Craft_Small_06" group ENGINES loop mindist 500 volume -600// NEW - Andys (Human Single Engined)
;explode_sfx "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
explode_sfx 224 alias "human_mining_craft_explosion" "22 EXPLOSIONS\22 Medium Craft Explosion\Medium Craft Explosion.2" group EXPLOSIONS
// landing "anim\SEAFgtrWheelsDown.M01" 60 sfx "44SMALLPOD\smallpod6" group ANIMS //sfx "hydraulicnoises\hydraulic 1" min 200 max 4000
useranim 0 "anim\minningscoop.M01" 45 // sfx "44SMALLPOD\smallpod6" group ANIMS
useranim 1 "anim\minningganmove.M01" 60 // sfx "44SMALLPOD\smallpod6" group ANIMS
useranim 2 "anim\minninghamdrill.M01" 5 // sfx "44SMALLPOD\smallpod6" group ANIMS
useranim 3 "anim\minninghammove.M01" 90 // sfx "44SMALLPOD\smallpod6" group ANIMS
useranim 4 "anim\minningdigl.M01" 120 // sfx "44SMALLPOD\smallpod6" group ANIMS
useranim 5 "anim\minningdigr.M01" 120 // sfx "44SMALLPOD\smallpod6" group ANIMS
;explode_sfx "22 EXPLOSIONS\22 Medium Struct_Explosion\Medium Struct_Explosion.2" group EXPLOSIONS
explode_sfx 242 alias "human_missile_launcher_explosion" "22 EXPLOSIONS\22 Medium Struct_Explosion\Medium Struct_Explosion.2" group EXPLOSIONS
weaponry "HUMAN_AA_MISSILE"
#****************** small personnel carrier
type "human personnel carrier"
objfile "eweapons\ia2\epcarrier.ia2"
objfile lod 1 "eweapons\ia2\1\epcarrier.ia2"
objfile lod 2 "eweapons\ia2\2\epcarrier.ia2"
objfile lod 3 "eweapons\ia2\3\epcarrier.ia2"
scale 5
group "human"
subgroup "human ground" //"human air"
// subgroup "human land"
symbol "medium ground"
icon_on
;hitpoints 700
hull_strength 200
shield_strength 400
points 1500
dynamics "tank"
linear_thrust 19 19 19
angular_thrust .01 .01 .01
static_friction 1 1 .5
kinetic_friction 1 1 .4
;;;;; COG 0 -1 0
COG 0 -1 -0.3
throttle_ramp .02 .04
angular_inertia 1 1 1
turn_ramp .04 .08
density 9
;sfx "22 Alien Craft\Lo\Alien_Craft_Large_10" group ENGINES loop // NEW - Andys (Human personnel carrier)
sfx 243 alias "human_personnel_carrier_engine" "22 Alien Craft\Lo\Alien_Craft_Large_10" group ENGINES loop // NEW - Andys (Human personnel carrier)
tracks
left "anim\Ecar-trck.m01" 60 wrap wait propagate "R-Wheel-Bs" ;; V changed from tank 2 to tank 1
;right "anim\Ecar-trck.m01" 60 wrap wait propagate "L-Wheel-Bs" sfx "22 EARTH CRAFT\Lite Tank Motor\Lite Tank Motor.1" group ANIMS loop
right "anim\Ecar-trck.m01" 60 wrap wait propagate "L-Wheel-Bs" sfx 244 alias "human_personnel_carrier_track_right" "22 EARTH CRAFT\Lite Tank Motor\Lite Tank Motor.1" group ANIMS loop
useranim 0 "anim\ECar-FDr.M01" 120
;sfx "22 ANIM SOUNDS\servo_2" group ANIMS
;start_sfx "22 ANIM SOUNDS\servo_1" group ANIMS
;end_sfx "22 ANIM SOUNDS\servo_3" group ANIMS
sfx 245 alias "human_personnel_carrier_useranim_0_main" "22 ANIM SOUNDS\servo_2" group ANIMS
start_sfx 246 alias "human_personnel_carrier_useranim_0_start" "22 ANIM SOUNDS\servo_1" group ANIMS
end_sfx 247 alias "human_personnel_carrier_useranim_0_end" "22 ANIM SOUNDS\servo_3" group ANIMS
useranim 1 "anim\Ecar-BDr.m01" 120
;sfx "22 ANIM SOUNDS\servo_2" group ANIMS
;start_sfx "22 ANIM SOUNDS\servo_1" group ANIMS
;end_sfx "22 ANIM SOUNDS\servo_3" group ANIMS
sfx 248 alias "human_personnel_carrier_useranim_1_main" "22 ANIM SOUNDS\servo_2" group ANIMS
start_sfx 249 alias "human_personnel_carrier_useranim_1_start" "22 ANIM SOUNDS\servo_1" group ANIMS
end_sfx 250 alias "human_personnel_carrier_useranim_1_end" "22 ANIM SOUNDS\servo_3" group ANIMS
schematic "hud\eweapons\e-logo64.tga"
;explode_sfx "22 EXPLOSIONS\22 Medium Struct_Explosion\Medium Struct_Explosion.2" group EXPLOSIONS
explode_sfx 251 alias "human_personnel_carrier_explosion" "22 EXPLOSIONS\22 Medium Struct_Explosion\Medium Struct_Explosion.2" group EXPLOSIONS
; cockpit "human tank cockpit1"
//
type "human mobile missile launcher"
objfile as "human personnel carrier"
weaponry "HUMAN_AA_MISSILE"
objectelement type "human mobile missile launcher" "Body"
child "misslauncher"
objfile as "human missile launcher"
position 0 50 0
//objectelement type "human mobile missile launcher" "PC-Core"
//
//objectelement type "human mobile missile launcher" "PC-Core"
;explode_sfx "22 EXPLOSIONS\22 Medium Struct_Explosion\Medium Struct_Explosion.2" group EXPLOSIONS
explode_sfx 254 alias "human_light_tank_2_explosion" "22 EXPLOSIONS\22 Medium Struct_Explosion\Medium Struct_Explosion.2" group EXPLOSIONS
; cockpit "human tank cockpit"
joints
pos "LeftTrack"
min -.07 0 0
max .07 0 0
stiffness .999 1 1
style rotational
pos "RightTrack"
min -.07 0 0
max .07 0 0
stiffness .999 1 1
style rotational
weaponry "HUMAN_PLASMA_1"
#******************
type "human heavy tank 1"
objfile "eweapons\ia2\htank1.ia2"
objfile lod 1 "eweapons\ia2\1\htank1.ia2"
objfile lod 2 "eweapons\ia2\2\htank1.ia2"
objfile lod 3 "eweapons\ia2\3\htank1.ia2"
scale 5
group "human"
subgroup "human ground" //"human air"
symbol "medium ground"
icon_on
;hitpoints 400;500
hull_strength 180
shield_strength 220
points 200
dynamics "tank"
linear_thrust 12 12 12
angular_thrust .02 .02 .02
COG 0 -1 -.25
throttle_ramp .02 .04
static_friction 1 1 .5
kinetic_friction 1 1 .4
pitchob "MainGuna" range 0 .4 rate 0.005
yawob "MainGuna" range -0.05 0.05 rate 0.001
;yawob "MainGuna" range -0.4 0.4 rate 0.001
turn_ramp .02 .07
density 9
; throttle_ramp .02 .02
target_offset 0 -.1 -0.1
; transferable true
; sfx "engines\tank stationary" group ENGINES
tracks
;left "anim\htank1tracksturn.m01" 30 wrap wait propagate "LeftTrack" sfx "engines\tank 1" group ENGINES loop;was tank 2
left "anim\htank1tracksturn.m01" 30 wrap wait propagate "LeftTrack" sfx 255 alias "human_heavy_tank_track_left" "engines\tank 1" group ENGINES loop;was tank 2
right "anim\htank1tracksturn.m01" 30 wrap wait propagate "RightTrack"