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a Fun Mod! - "Fed2k Heroes"


guusr5644

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Exactly. It's a bit too long and as Andrew found out, it's difficult enough to find things already. A new topic with all of the data from this thread at the start would clean up all the dross and jetisson this circumlocuted thread.

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Well, I will submit my unit.

Harkonnen mercenary assasin

The unit walks normal speed, and is invisible when staying still. Has much hitpoints, and regenerates at level 2? At level 3 gains full invisiblity.

Attacks infantry with sword, and shoots vehicles with (if possible), pistol, wich fires armour piercing bullets. And soundset... harkonnen light infantry...

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My unit

Code for rules.txt:


[IXOrni]
Score = 3
House = Ix
StormDamage=10 //only damages is never picked up
PrimaryBuilding = IXResCentre
UnitGroup = FromIXResCentre
Terrain = Rock, Sand, NBRock, Ramp
Cost = 1200
BuildTime = 499
Size = 2
HeightOffset = 8
Speed = 24
TurnRate = 0.05  //radians per update
Armour = Aircraft
Health = 1600
CanFly = TRUE
TurretAttach = IXOrniGun
//SoundSelected = PilotSelected
//SoundOrdered = PilotOrdered
//SoundID = 41
ExplosionType = AerialExplosion
Debris = DebrisMedium
AiAir = TRUE
TechLevel = 5
Starportable = FALSE
//ReinforcementValue = 8
UpgradedPrimaryRequired = TRUE
DamageEffect = MediumDamageFX
ChaosEffect = MediumChaosFX
HawkEffect = MediumHawkFX
HitSlowDownAmount = 50  // Percent (100 = complete stop)
HitSlowDownDuration = 100 // ticks
ViewRange = 4, 8
ExcludeFromSkirmishLose = TRUE
GetsHeightAdvantage = FALSE
AIThreat = 80
// LEVEL 1 ----------------------------------
VeterancyLevel = 8  // Score required
ExtraDamage = 25

// LEVEL 2 ----------------------------------
VeterancyLevel = 18
Speed = 30 // Careful - don't go above 32!

// LEVEL 3 ----------------------------------
VeterancyLevel = 32
ExtraDamage = 50 // 50% more damage - applied to all weapons
ExtraArmour = 100 // Takes 50% less damage

[IXOrniGun]
TurretMinYRotation  = -90.0
TurretMaxYRotation  = 90.0
TurretYRotationAngle  = 2.0
TurretBulletCount = 10
Bullet = IXOrni_B
ReloadCount = 30

[IXOrni_B]
MaxRange = 12
Speed = 20//10.0
ExplosionType = ShellHit
Debris = DebrisSmall
Damage = 850
Warhead = DevPlasma_W
ExplosionType = DevImpact
BlowUp = TRUE //infantry death anim
FriendlyDamageAmount = 50

Code for artini.txt:


 [IXOrni]  
 Icon = "iconsIX_Ornithopter.tga"  
 IconGrey  = "iconsgrey_IX_Ornithopter.tga"  
 Xaf  = "IX_Ornithopter"
 SideBarType = "Units"
 ClipSphere = 60

 [IXOrni_B]
 Xaf = "devplasma.xaf"

Code for E_Output_Text_Pickup.txt:


IXOrni  {nEwT's Ixian Thopter}

Code for GeneralSFX:


;dko ornithopter ascend
[ixornioff]
Sounds=ornithopter_motor_1c
Volume=50


;dko ornithopter descend
[ixorniland]
Sounds=ornithopter_motor_2c
Volume=50

[IXOrniAttack]
Sounds = $44-UA00 ;"Firing sequence initiated."
Sounds = $44-UA01 ;"Open fire - all weapons."
Sounds = $44-UA06 ;"Weapons to maximum."


[IXOrniSelection]
Sounds = $44-US01 ;"Reactors stable"
Sounds = $44-US03 ;"Radiation? Heh.. Whatever"
Sounds = $44-US06 ;"I feel sick."
Sounds = $44-US07 ;"Devastator on-line."
Sounds = $44-US08 ;"Radiation level high"


[HKDevastatorMove]
Sounds = $44-UM01 ;"Drives engaged."
Sounds = $44-UM05 ;"Control rods engaged."
Sounds = $44-UM06 ;"Reactor online."
Sounds = $44-UM09 ;"Reactor at maximum."

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