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