{
"className": "Mothership"
"mexDataFile": "Rl0/LOD0/Mothership.mex"
"lodFile": "Mothership.lod"
"physics":
{
"mass": 10000.0 // ship mass [fighter = 1]
"momentOfInertiaX": 10000.0 // resistance to rotation
"momentOfInertiaY": 10000.0 // don't allow mothership to rotate about Y,Z (pitch, roll)
"momentOfInertiaZ": 10000.0
"immobile": false // indicates object is immobile
"maxVelocity": 235.0 // [fighter = 1000]
"thrust":
{
"default": 35.0 // acceleration (m/s^2) [1-1000 approx. range]
},
"rotation":
{
"max": 10.0, // maximum rotation speed [don't make faster than ~10]
"default": 0.02
"defaultYaw": 0.25
}
}
"logic":
{
"buildCost": 3200 // resource units to build
"buildTime": 300 // time in seconds to build
"maxhealth": 96000 //hit points
"groupSize" : 1 // size of group ships of this type tend to form
"repairTime" : 10 // every this many seconds
"repairDamage" : 25 // this much damage is repaired
"blastRadiusShockWave": 1.0
"blastRadiusDamage": 125
"canBuildShips": true //ship can build ships
"canReceiveShips": true // other ships can dock in this ship
"canReceiveResources": true // Resource Collectors,etc can deposit resources in this ship
"canReceiveShipsPermanently": true // ships can dock permanently here
"canBuildBigShips": true // can build Destroyers, Carriers, Heavy Cruisers, etc.
"canReceiveFighters": true
"canReceiveCorvettes" : true
"canReceiveResourceCollectors" : true
"canReceiveOtherNonCapitalShips" : true
"pumpFuelRate": 300.0 //how fast carrier pumps fuel in.
"repairOtherShipRate": 1 //how fast carrier heals damaged ships. Must be an integer
"clearanceDirection": 2 //(0=up,1=right,2=forward,4=down,5=left,6=back)
"clearanceDistance" : 100.0 // how far ships go away from this ship when they are just built.
; Note that this number is added to the minimum collision distance.
dockShipRange 1300.0 ; how close ships should get before considering docking (to ship surface)
surroundDistance 1000.0 ; how far ships will minimally disperse themselves from this ship after
; they are built. Note that this number is added to the minimum collision distance.
surroundDistanceRand 1000.0 ; random number between 0 and x added to surroundDistance
surroundRotYMinAng -35.0 ; ship may be positioned between min and max degrees elevation
surroundRotYMaxAng 35.0
surroundRotZMinAng -180.0 ; ship may be positioned between min and max degrees angle
surroundRotZMaxAng 180.0
canTargetMultipleTargets TRUE
rotateToRetaliate TRUE
"turn":
{
"default": 0.2 // speed at which ship tries to turn (1=standard)
}
"weapons":
//Weapons
//=-----=
//NUMBER_OF_GUNS 12
//(one BIG gun)
//GUN 8
//Desired Range = 6500
//ADD this amount: 399 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
[
{
"className": "Gimble",
"audio":
{
"sound": GS_LargeIonCannon
},
"logic":
{
"damageLow": 20, // damage variance per shot - low (continuous damage for BULLET_Beam)
"damageHigh": 25, // damage variance per shot - high
"minAngle": 0,
"maxAngle": 6,
"fireTime": 6.0, // fire repeat rate (reciprocal = shots/second)
},
bullet:
{
"className": Beam,
"lifeTime": 2.0,
"range": 7649.0, // distance bullets travel before disappearing
"length": 7649.0, // visual only. Length of bullet on screen
"physics":
{
"maxVelocity": 0.0, // measured in m/s.
"mass": 0.0 //mass of bullet
}
}
},
{
//GUN 9
//Desired Range = 6500
//ADD this amount: 464 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
"className": "Gimble",
"audio":
{
"sound": GS_LargeIonCannon
},
"logic":
{
"damageLow": 20, // damage variance per shot - low (continuous damage for BULLET_Beam)
"damageHigh": 24, // damage variance per shot - high
"minAngle": 0,
"maxAngle": 6,
"fireTime": 3.0 //fire repeat rate (reciprocal = shots/second)
},
"bullet":
{
"type": Beam,
"length": 7714.0, //visual only. Length of bullet on screen
"range": 7714.0, // distance bullets travel before disappearing
"lifeTime": 2.0,
"physics":
{
"maxVelocity": 0.0, //measured in m/s.
"mass": 0.0 //mass of bullet
},
}
},
//GUN 0
{
"className": "Gimble",
"name": "gun0",
"audio":
{
"sound": GS_SmallProjectile
},
"logic":
{
"damageLow": 10, //damage variance per shot - low
"damageHigh": 12, //damage variance per shot - high
"minAngle": 0,
"maxAngle": 120,
"fireTime": 0.1, // fire repeat rate (reciprocal = shots/second)
"burstFireTime": 1.8,
"burstWaitTime": 1.9
},
"bullet":
{
"range": 5500.0, //distance bullets travel before disappearing
"length": 20.0, //visual only. Length of bullet on screen
"physics":
{
"maxVelocity": 15000.0 //measured in m/s.
"mass": 0.0 //mass of bullet
}
}
},
//GUN 1
{
"copyOfName": "gun0"
},
//GUN 2
//Desired Range = 4000
//ADD this amount: 930 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
"copyOfName": "gun0"
},
//GUN 3
//Desired Range = 4000
//ADD this amount: 585 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
"copyOfName": "gun0"
},
//GUN 4
//Desired Range = 4000
//ADD this amount: 611 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
"copyOfName": "gun0"
},
//GUN 5
//Desired Range = 4000
//ADD this amount: 835 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
"copyOfName": "gun0"
},
//GUN 6
//Desired Range = 4000
//ADD this amount: 506 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
"copyOfName": "gun0"
},
//GUN 7
//Desired Range = 4000
//ADD this amount: 458 to compensate for centrepoint
//ADD this amount: 750 to compensate for stopping distance
{
"copyOfName": "gun0"
},
//GUN 10
{
"copyOfName": "gun0"
},
//GUN 11
{
"copyOfName": "gun0"
}
],
"docks":
[
//NUMBER_OF_DOCK_POINTS 3
{
"className": "DockingCone",
"name": "In",
"flyAwayDistance": 5000,
"minDistance": 1000,
"maxDistance": 6000
},
{
"className": "DockingCone",
"copyOfName": "In"
"flyAwayDistance": 5000,
"minDistance": 1000,
"maxDistance": 6000
},
{
"className": "LaunchPoint",
"name": "Out1",
"flyAwayDistance": 800,
"minDistance": 800,
"maxDistance": 800,
"headingDirection": BACK,
"upDirection": UP
}
]
NUMBER_OF_SALVAGE_POINTS 6
NUM_NEEDED_FOR_SALVAGE 99 ;number of ships needed to capture a craft
NEED_BIGR1 TRUE
NEED_BIGR2 TRUE
WILL_FIT_CARRIER FALSE
; format: name,type
SalvagePoint Point1,AttachPoint
SalvagePoint Point2,AttachPoint
SalvagePoint Point3,AttachPoint
SalvagePoint Point4,AttachPoint
SalvagePoint Point5,AttachPoint
SalvagePoint Point6,AttachPoint
"lights":
[
//NUMBER_OF_NAV_LIGHTS 10
// format is NavLight name,type,blinkrate (in seconds), startdelay (in seconds) size (in meters), min LOD, texture name
{
"name": "antenna1",
"type": Lights.DEFAULT,
"blinkRate": 2,
"startDelay": 0.5,
"endDelay": 0.5,
"size": 30,
"minLod": 3,
"textureName": "etg/textures/glow32"
},
{
"copyOfName": "antenna1",
"name": "antenna2",
"type": NAVLIGHT_Default,
"blinkRate": 2,
"startDelay": 1,
"endDelay": 0,
"size": 30,
"minLod": 3,
"textureName": "etg/textures/glow32"
},
{
"copyOfName": "antenna2",
"name": "antenna3"
},
{
"copyOfName": "antenna1",
"name": "antenna4",
"type": Lights.DEFAULT,
"blinkrate": 1.5,
"startdelay": 0.75,
"size": 0,
30, 3
},
{
"copyOfName": "antenna1",
"name": "front1",
"type": Lights.DEFAULT,
"blinkrate": 1,
"startdelay": 2,
"size": 0,
20, 3
},
{
"copyOfName": "front1",
"name": "front2"
},
{
"copyOfName": "antenna1",
"name": "hangar1",
"type": Lights.DEFAULT,
"blinkrate": 2,
"startdelay": 0.5,
"size": 0,
25, 3
},
{
"copyOfName": "hangar1",
"name": "hangar2"
},
{
"copyOfName": "antenna1",
"name": "hangar3",
"type": Lights.DEFAULT,
"blinkrate": 1.5,
"startdelay": 0.5,
"size": 1,
25, 3
},
{
"copyOfName": "hangar3",
"name":"hangar4"
}
]
;Explosions
;=--------=
explosionType ET_CarrierExplosion
"engines":
[
//Engine trails This is the top engine
//=-----------=
//trailAngle 90.0
//trailWidth 1075.0
//trailHeight 260.0
{
"trailWidth": 450.0
"trailHeight": 300.0
"trailLength": 550.0
"trailStyle": 3
"trailScaleCap": 0.00025
}
//Engine #2 This is the second to top engine
//=-------=
//trailAngle 90.0
//trailWidth 1075.0
//trailHeight 150.0
//trailWidth2 450.0
//trailHeight2 300.0
//trailLength2 550.0
//trailStyle2 3
//trailScaleCap2 0.00025
//Engine #3 This is the third to top engine
//=-------=
//trailAngle 90.0
//trailWidth 1075.0
//trailHeight 150.0
//Engine #4 This is the bottom engine
//=-------=
//trailAngle 90.0
//trailWidth 1075.0
//trailHeight 150.0
]
minimumZoomDistance 1550
renderlistFade 2700.0
renderlistLimit 18000.0
}