Files
Jedi-Academy/base/ext_data/vehicles/lambdashuttle.veh
2013-04-04 14:32:05 -07:00

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LambdaShuttle
{
name LambdaShuttle
type VH_FIGHTER
numHands 2
hideRider 1
killRiderOnDeath 1
lookYaw 45
length 500
width 640
height 248
g2radius 640
centerOfGravity "-0.222 0 0"
speedMax 1800
turboSpeed 0
speedMin 0
acceleration 10
decelIdle 5
accelIdle 5
speedIdle 200
//test: speed stays at whatever you last set it to...
throttleSticks 1
strafePerc 0
bankingSpeed 0.5
rollLimit 25
pitchLimit 40
braking 10
mouseYaw 0.001
mousePitch 0.001
turningSpeed 2
turnWhenStopped 0
speedDependantTurning 1
traction 12
friction 1.5
maxSlope 0.65
mass 2500
armor 2700
malfunctionArmorLevel 2000
shields 1500
toughness 80.0
model LambdaShuttle
//skin "models/players/lambdashuttle/model_mark2.skin"
riderAnim BOTH_VS_IDLE
radarIcon "gfx/menus/radar/shuttle"
dmgIndicFrame "gfx/menus/radar/circle_base_frame_reb"
dmgIndicShield "gfx/menus/radar/circle_base_shield"
dmgIndicBackground "gfx/menus/radar/circle_base"
icon_front "gfx/menus/radar/LS_front"
icon_back "gfx/menus/radar/LS_back"
icon_right "gfx/menus/radar/LS_right"
icon_left "gfx/menus/radar/LS_left"
crosshairShader "gfx/menus/radar/LS_reticle"
//shieldShader "gfx/misc/shields_green"
shieldShader "gfx/misc/shields_blue"
soundOn "sound/vehicles/shuttle/on.wav"
soundTakeOff "sound/vehicles/shuttle/takeoff.wav"
soundEngineStart "sound/vehicles/shuttle/enginestart.wav"
soundLoop "sound/vehicles/shuttle/loop.wav"
soundLand "sound/vehicles/shuttle/land.wav"
soundOff "sound/vehicles/shuttle/off.wav"
soundFlyBy "sound/vehicles/shuttle/flyby.wav"
soundFlyBy2 "sound/vehicles/shuttle/flyby2.wav"
soundHyper "sound/vehicles/common/hyperstartreb.wav"
exhaustFX "ships/shuttle_exhaust"
impactFX "ships/scrape_sparks"
explodeFX "ships/LS_explosion"
//trailFX "ships/wingtrail"
dmgFX "ships/heavydmg"
injureFX "ships/lightdmg"
noseFX "ships/LS_nose"
lwingFX "ships/LS_lwing"
rwingFX "ships/LS_rwing"
hoverHeight 80
hoverStrength 10
explosionRadius 400
explosionDamage 1000
maxPassengers 4
landingHeight 300
weap1 rebel_laser
weap1Aim 1
weap1Delay 500
weap1AmmoMax 80
//NOTE: these are *always* linked... permanently linked muzzles don't use a cumulative delay, just the one that's specified here.
weap1link 2
weap2 mine
weap2Delay 1000
weap2AmmoMax 10
weap1AmmoRechargeMS 500
//FIXME: just use a double-blaster shot effect on these
weapMuzzle1 rebel_laser
weapMuzzle2 rebel_laser
weapMuzzle3 rebel_laser
weapMuzzle4 rebel_laser
//FIXME: these turrets need to animate to point forward when the wings are open (down)
//weapMuzzle5 rebel_laser
//weapMuzzle6 rebel_laser
//weapMuzzle7 rebel_laser
//weapMuzzle8 rebel_laser
weapMuzzle9 mine
weapMuzzle10 mine
//turret 1
//turret1Weap rebel_laser
//turret1Delay 250
//turret1AmmoMax 40
//turret1AmmoRechargeMS 500
//turret1PitchBone r_turret_bone
//turret1PitchAxis 2
//turret1ClampPitchU -80
//turret1ClampPitchD 0
//turret1Muzzle1 5
//turret1Muzzle2 6
//turret1TurnSpeed 10
//turret1PassengerNum 1
//turret1GunnerViewTag "*turretview_r"
//turret 2
//turret2Weap rebel_laser
//turret2Delay 250
//turret2AmmoMax 40
//turret2AmmoRechargeMS 500
//turret2PitchBone l_turret_bone
//turret2PitchAxis 2
//turret2ClampPitchU -80
//turret2ClampPitchD 0
//turret2Muzzle1 7
//turret2Muzzle2 8
//turret2TurnSpeed 10
//turret2PassengerNum 2
//turret2GunnerViewTag "*turretview_l"
cameraOverride 1
cameraRange 900
cameraVertOffset 256
cameraPitchOffset 0
cameraFOV 100
cameraAlpha 0
}