1. {
  2. "className": "Mothership"
  3. "mexDataFile": "Rl0/LOD0/Mothership.mex"
  4. "lodFile": "Mothership.lod"
  5. "physics":
  6. {
  7. "mass": 10000.0 // ship mass [fighter = 1]
  8. "momentOfInertiaX": 10000.0 // resistance to rotation
  9. "momentOfInertiaY": 10000.0 // don't allow mothership to rotate about Y,Z (pitch, roll)
  10. "momentOfInertiaZ": 10000.0
  11. "immobile": false // indicates object is immobile
  12. "maxVelocity": 235.0 // [fighter = 1000]
  13.  
  14. "thrust":
  15. {
  16. "default": 35.0 // acceleration (m/s^2) [1-1000 approx. range]
  17. },
  18. "rotation":
  19. {
  20. "max": 10.0, // maximum rotation speed [don't make faster than ~10]
  21. "default": 0.02
  22. "defaultYaw": 0.25
  23. }
  24. }
  25. "logic":
  26. {
  27. "buildCost": 3200 // resource units to build
  28. "buildTime": 300 // time in seconds to build
  29. "maxhealth": 96000 //hit points
  30. "groupSize" : 1 // size of group ships of this type tend to form
  31.  
  32. "repairTime" : 10 // every this many seconds
  33. "repairDamage" : 25 // this much damage is repaired
  34. "blastRadiusShockWave": 1.0
  35. "blastRadiusDamage": 125
  36. "canBuildShips": true //ship can build ships
  37. "canReceiveShips": true // other ships can dock in this ship
  38. "canReceiveResources": true // Resource Collectors,etc can deposit resources in this ship
  39. "canReceiveShipsPermanently": true // ships can dock permanently here
  40. "canBuildBigShips": true // can build Destroyers, Carriers, Heavy Cruisers, etc.
  41. "canReceiveFighters": true
  42. "canReceiveCorvettes" : true
  43. "canReceiveResourceCollectors" : true
  44. "canReceiveOtherNonCapitalShips" : true
  45.  
  46. "pumpFuelRate": 300.0 //how fast carrier pumps fuel in.
  47. "repairOtherShipRate": 1 //how fast carrier heals damaged ships. Must be an integer
  48. "clearanceDirection": 2 //(0=up,1=right,2=forward,4=down,5=left,6=back)
  49. "clearanceDistance" : 100.0 // how far ships go away from this ship when they are just built.
  50. ; Note that this number is added to the minimum collision distance.
  51.  
  52. dockShipRange 1300.0 ; how close ships should get before considering docking (to ship surface)
  53.  
  54. surroundDistance 1000.0 ; how far ships will minimally disperse themselves from this ship after
  55. ; they are built. Note that this number is added to the minimum collision distance.
  56. surroundDistanceRand 1000.0 ; random number between 0 and x added to surroundDistance
  57.  
  58. surroundRotYMinAng -35.0 ; ship may be positioned between min and max degrees elevation
  59. surroundRotYMaxAng 35.0
  60. surroundRotZMinAng -180.0 ; ship may be positioned between min and max degrees angle
  61. surroundRotZMaxAng 180.0
  62.  
  63.  
  64.  
  65.  
  66. canTargetMultipleTargets TRUE
  67. rotateToRetaliate TRUE
  68.  
  69.  
  70. "turn":
  71. {
  72. "default": 0.2 // speed at which ship tries to turn (1=standard)
  73. }
  74. "weapons":
  75. //Weapons
  76. //=-----=
  77. //NUMBER_OF_GUNS 12
  78. //(one BIG gun)
  79.  
  80. //GUN 8
  81. //Desired Range = 6500
  82. //ADD this amount: 399 to compensate for centrepoint
  83. //ADD this amount: 750 to compensate for stopping distance
  84. [
  85. {
  86. "className": "Gimble",
  87. "audio":
  88. {
  89. "sound": GS_LargeIonCannon
  90. },
  91. "logic":
  92. {
  93. "damageLow": 20, // damage variance per shot - low (continuous damage for BULLET_Beam)
  94. "damageHigh": 25, // damage variance per shot - high
  95. "minAngle": 0,
  96. "maxAngle": 6,
  97. "fireTime": 6.0, // fire repeat rate (reciprocal = shots/second)
  98. },
  99. bullet:
  100. {
  101. "className": Beam,
  102. "lifeTime": 2.0,
  103. "range": 7649.0, // distance bullets travel before disappearing
  104. "length": 7649.0, // visual only. Length of bullet on screen
  105. "physics":
  106. {
  107. "maxVelocity": 0.0, // measured in m/s.
  108. "mass": 0.0 //mass of bullet
  109. }
  110. }
  111. },
  112. {
  113. //GUN 9
  114. //Desired Range = 6500
  115. //ADD this amount: 464 to compensate for centrepoint
  116. //ADD this amount: 750 to compensate for stopping distance
  117. "className": "Gimble",
  118. "audio":
  119. {
  120. "sound": GS_LargeIonCannon
  121. },
  122. "logic":
  123. {
  124. "damageLow": 20, // damage variance per shot - low (continuous damage for BULLET_Beam)
  125. "damageHigh": 24, // damage variance per shot - high
  126. "minAngle": 0,
  127. "maxAngle": 6,
  128. "fireTime": 3.0 //fire repeat rate (reciprocal = shots/second)
  129. },
  130. "bullet":
  131. {
  132. "type": Beam,
  133. "length": 7714.0, //visual only. Length of bullet on screen
  134. "range": 7714.0, // distance bullets travel before disappearing
  135. "lifeTime": 2.0,
  136. "physics":
  137. {
  138. "maxVelocity": 0.0, //measured in m/s.
  139. "mass": 0.0 //mass of bullet
  140. },
  141. }
  142. },
  143. //GUN 0
  144. {
  145. "className": "Gimble",
  146. "name": "gun0",
  147. "audio":
  148. {
  149. "sound": GS_SmallProjectile
  150. },
  151. "logic":
  152. {
  153. "damageLow": 10, //damage variance per shot - low
  154. "damageHigh": 12, //damage variance per shot - high
  155. "minAngle": 0,
  156. "maxAngle": 120,
  157. "fireTime": 0.1, // fire repeat rate (reciprocal = shots/second)
  158. "burstFireTime": 1.8,
  159. "burstWaitTime": 1.9
  160. },
  161. "bullet":
  162. {
  163. "range": 5500.0, //distance bullets travel before disappearing
  164. "length": 20.0, //visual only. Length of bullet on screen
  165. "physics":
  166. {
  167. "maxVelocity": 15000.0 //measured in m/s.
  168. "mass": 0.0 //mass of bullet
  169. }
  170. }
  171. },
  172. //GUN 1
  173. {
  174. "copyOfName": "gun0"
  175. },
  176. //GUN 2
  177. //Desired Range = 4000
  178. //ADD this amount: 930 to compensate for centrepoint
  179. //ADD this amount: 750 to compensate for stopping distance
  180. {
  181. "copyOfName": "gun0"
  182. },
  183. //GUN 3
  184. //Desired Range = 4000
  185. //ADD this amount: 585 to compensate for centrepoint
  186. //ADD this amount: 750 to compensate for stopping distance
  187. {
  188. "copyOfName": "gun0"
  189. },
  190. //GUN 4
  191. //Desired Range = 4000
  192. //ADD this amount: 611 to compensate for centrepoint
  193. //ADD this amount: 750 to compensate for stopping distance
  194. {
  195. "copyOfName": "gun0"
  196. },
  197. //GUN 5
  198. //Desired Range = 4000
  199. //ADD this amount: 835 to compensate for centrepoint
  200. //ADD this amount: 750 to compensate for stopping distance
  201. {
  202. "copyOfName": "gun0"
  203. },
  204. //GUN 6
  205. //Desired Range = 4000
  206. //ADD this amount: 506 to compensate for centrepoint
  207. //ADD this amount: 750 to compensate for stopping distance
  208. {
  209. "copyOfName": "gun0"
  210. },
  211. //GUN 7
  212. //Desired Range = 4000
  213. //ADD this amount: 458 to compensate for centrepoint
  214. //ADD this amount: 750 to compensate for stopping distance
  215. {
  216. "copyOfName": "gun0"
  217. },
  218. //GUN 10
  219. {
  220. "copyOfName": "gun0"
  221. },
  222. //GUN 11
  223. {
  224. "copyOfName": "gun0"
  225. }
  226. ],
  227. "docks":
  228. [
  229. //NUMBER_OF_DOCK_POINTS 3
  230. {
  231. "className": "DockingCone",
  232. "name": "In",
  233. "flyAwayDistance": 5000,
  234. "minDistance": 1000,
  235. "maxDistance": 6000
  236. },
  237. {
  238. "className": "DockingCone",
  239. "copyOfName": "In"
  240. "flyAwayDistance": 5000,
  241. "minDistance": 1000,
  242. "maxDistance": 6000
  243. },
  244. {
  245. "className": "LaunchPoint",
  246. "name": "Out1",
  247. "flyAwayDistance": 800,
  248. "minDistance": 800,
  249. "maxDistance": 800,
  250. "headingDirection": BACK,
  251. "upDirection": UP
  252. }
  253. ]
  254.  
  255.  
  256. NUMBER_OF_SALVAGE_POINTS 6
  257. NUM_NEEDED_FOR_SALVAGE 99 ;number of ships needed to capture a craft
  258. NEED_BIGR1 TRUE
  259. NEED_BIGR2 TRUE
  260. WILL_FIT_CARRIER FALSE
  261.  
  262. ; format: name,type
  263. SalvagePoint Point1,AttachPoint
  264. SalvagePoint Point2,AttachPoint
  265. SalvagePoint Point3,AttachPoint
  266. SalvagePoint Point4,AttachPoint
  267. SalvagePoint Point5,AttachPoint
  268. SalvagePoint Point6,AttachPoint
  269.  
  270. "lights":
  271. [
  272. //NUMBER_OF_NAV_LIGHTS 10
  273. // format is NavLight name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
  274. {
  275. "name": "antenna1",
  276. "type": Lights.DEFAULT,
  277. "blinkRate": 2,
  278. "startDelay": 0.5,
  279. "endDelay": 0.5,
  280. "size": 30,
  281. "minLod": 3,
  282. "textureName": "etg/textures/glow32"
  283. },
  284. {
  285. "copyOfName": "antenna1",
  286. "name": "antenna2",
  287. "type": NAVLIGHT_Default,
  288. "blinkRate": 2,
  289. "startDelay": 1,
  290. "endDelay": 0,
  291. "size": 30,
  292. "minLod": 3,
  293. "textureName": "etg/textures/glow32"
  294. },
  295. {
  296. "copyOfName": "antenna2",
  297. "name": "antenna3"
  298. },
  299. {
  300. "copyOfName": "antenna1",
  301. "name": "antenna4",
  302. "type": Lights.DEFAULT,
  303. "blinkrate": 1.5,
  304. "startdelay": 0.75,
  305. "size": 0,
  306. 30, 3
  307. },
  308. {
  309. "copyOfName": "antenna1",
  310. "name": "front1",
  311. "type": Lights.DEFAULT,
  312. "blinkrate": 1,
  313. "startdelay": 2,
  314. "size": 0,
  315. 20, 3
  316. },
  317. {
  318. "copyOfName": "front1",
  319. "name": "front2"
  320. },
  321. {
  322. "copyOfName": "antenna1",
  323. "name": "hangar1",
  324. "type": Lights.DEFAULT,
  325. "blinkrate": 2,
  326. "startdelay": 0.5,
  327. "size": 0,
  328. 25, 3
  329. },
  330. {
  331. "copyOfName": "hangar1",
  332. "name": "hangar2"
  333. },
  334. {
  335. "copyOfName": "antenna1",
  336. "name": "hangar3",
  337. "type": Lights.DEFAULT,
  338. "blinkrate": 1.5,
  339. "startdelay": 0.5,
  340. "size": 1,
  341. 25, 3
  342. },
  343. {
  344. "copyOfName": "hangar3",
  345. "name":"hangar4"
  346. }
  347. ]
  348.  
  349.  
  350. ;Explosions
  351. ;=--------=
  352. explosionType ET_CarrierExplosion
  353. "engines":
  354. [
  355. //Engine trails This is the top engine
  356. //=-----------=
  357. //trailAngle 90.0
  358. //trailWidth 1075.0
  359. //trailHeight 260.0
  360. {
  361. "trailWidth": 450.0
  362. "trailHeight": 300.0
  363. "trailLength": 550.0
  364. "trailStyle": 3
  365. "trailScaleCap": 0.00025
  366. }
  367. //Engine #2 This is the second to top engine
  368. //=-------=
  369. //trailAngle 90.0
  370. //trailWidth 1075.0
  371. //trailHeight 150.0
  372. //trailWidth2 450.0
  373. //trailHeight2 300.0
  374. //trailLength2 550.0
  375. //trailStyle2 3
  376. //trailScaleCap2 0.00025
  377.  
  378. //Engine #3 This is the third to top engine
  379. //=-------=
  380. //trailAngle 90.0
  381. //trailWidth 1075.0
  382. //trailHeight 150.0
  383.  
  384. //Engine #4 This is the bottom engine
  385. //=-------=
  386. //trailAngle 90.0
  387. //trailWidth 1075.0
  388. //trailHeight 150.0
  389. ]
  390.  
  391. minimumZoomDistance 1550
  392.  
  393.  
  394. renderlistFade 2700.0
  395. renderlistLimit 18000.0
  396. }
  397.