-----------------------------------------------------------------------------
--  File     : /units/UAA0206/UAA0206_unit.bp
--
--  Author(s): EbolaSoup, Resin Smoker, Optimus Prime, Vissroid 
--
--  Summary  : Aeon Abolisher Gunship Blueprint 
--
--  Copyright © 2010 4DC_V0.8  All rights reserved.
----------------------------------------------------------------------------- 
UnitBlueprint {
    AI = {
        GuardReturnRadius = 75,
        GuardScanRadius = 60,
    },
    Air = {
        AutoLandTime = 1,
        BankFactor = 0.1,
        BankForward = false,
        CanFly = true,
        CirclingDirChangeFrequencySec = 1,
        CirclingElevationChangeRatio = 0.25,
        CirclingRadiusChangeMaxRatio = 0.9,
        CirclingRadiusChangeMinRatio = 0.6,
        CirclingRadiusVsAirMult = 0.66,
        CirclingTurnMult = 3,
        KLift = 3,
        KLiftDamping = 2.5,
        KMove = 0.8,
        KMoveDamping = 2,
        KTurn = 1.5,
        KTurnDamping = 2.0,
        LiftFactor = 7,
        MaxAirspeed = 10,
        MinAirspeed = 2,
        StartTurnDistance = 5,
        Winged = false,
    },
      Audio = {
        AirUnitWaterImpact = Sound {
            Bank = 'Explosions',
            Cue = 'Expl_Water_Lrg_01',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        AmbientMove = Sound {
            Bank = 'XAA',
            Cue = 'XAA0305_Move_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Destroyed = Sound {
            Bank = 'UAADestroy',
            Cue = 'UAA_Destroy_Air',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Killed = Sound {
            Bank = 'UAADestroy',
            Cue = 'UAA_Destroy_Air_Killed',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Landing = Sound {
            Bank = 'XAA',
            Cue = 'XAA0305_Move_Land',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Refueling = Sound {
            Bank = 'UEA',
            Cue = 'UEA_Repair_Refuel',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartMove = Sound {
            Bank = 'XAA',
            Cue = 'XAA0305_Move_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StopMove = Sound {
            Bank = 'XAA',
            Cue = 'XAA0305_Move_Stop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Thruster = Sound {
            Bank = 'XAA',
            Cue = 'XAA0305_Move_Thruster',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'Interface',
            Cue = 'Aeon_Select_Air',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    Buffs = {
        Regen = {
            Level1 = 3,
            Level2 = 6,
            Level3 = 9,
            Level4 = 12,
            Level5 = 15,
        },
    },
    BuildIconSortPriority = 25,
    Categories = {
        'MODCONTENT4D',      
        'AEON',
        'AIR',
        'ANTIAIR',
        'BUILTBYTIER2FACTORY',
        'BUILTBYTIER3FACTORY',
        'GROUNDATTACK',
        'MOBILE',
        'OVERLAYANTIAIR',
        'OVERLAYDIRECTFIRE',
        'RECLAIMABLE',
        'SELECTABLE',
        'TECH2',
        'VISIBLETORECON',
    },
    CollisionOffsetY = 0,
    CollisionOffsetZ = 0,
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Normal',
        EconomyThreatLevel = 0,
        Health = 1200,
        MaxHealth = 1200,
        RegenRate = 0,
        SubThreatLevel = 0,
        SurfaceThreatLevel = 20,
        ThreatLevel = 20,          
    },
    Description = 'Beam Cannon Gunship',
    Display = {
        Abilities = {
            'Ion Beam',
            'Defensive Teleportation',
        },
        LayerChangeEffects = {
            AirLand = {
                Effects = {
                    {
                        Bones = {
                            'anti_grav',
                        },
                        Scale = 3.0,
                        Type = 'Landing01',
                    },
                },
            },
            LandAir = {
                Effects = {
                    {
                        Bones = {
                            'anti_grav',
                        },
                        Scale = 3.0,
                        Type = 'TakeOff01',
                    },
                },
            },
        },
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    AlbedoName = 'uaa0206_albedo.dds', 
                    MeshName = 'uaa0206_lod0.scm',                     
                    NormalsName = 'uaa0206_normalsTS.dds',  
                    SpecularName = 'uaa0206_specteam.dds',                                                        
                    LODCutoff = 60,                   
                    Scrolling = true,
                    ShaderName = 'Aeon',                  
                },
                {
                    AlbedoName = 'uaa0206_albedo.dds', 
                    MeshName = 'uaa0206_lod0.scm',                     
                    NormalsName = 'uaa0206_normalsTS.dds',  
                    SpecularName = 'uaa0206_specteam.dds',                                                        
                    LODCutoff = 215,                   
                    ShaderName = 'Aeon',  
                }, 
            },
        },
        MovementEffects = {
            Air = {
                Contrails = {
                    Bones = {
                        'exhaust',
                    },
                },
                
            },
        },
        PlaceholderMeshName = 'UXA0010',
        SpawnRandomRotation = true,
        UniformScale = 0.003,
    },
    Economy = {
        BuildCostEnergy = 8500,
        BuildCostMass = 400,
        BuildTime = 2700,
    },
    Footprint = {
        MaxSlope = 0.25,
        SizeX = 1,
        SizeZ = 1,
    },
    General = {
        Category = 'Gunship',
        Classification = 'RULEUC_MilitaryAircraft',
        CommandCaps = {
            RULEUCC_Attack = true,
            RULEUCC_CallTransport = true,
            RULEUCC_Capture = false,
            RULEUCC_Dock = true,
            RULEUCC_Guard = true,
            RULEUCC_Move = true,
            RULEUCC_Nuke = false,
            RULEUCC_Patrol = true,
            RULEUCC_Reclaim = false,
            RULEUCC_Repair = false,
            RULEUCC_RetaliateToggle = true,
            RULEUCC_Stop = true,
            RULEUCC_Transport = false,
        },
        FactionName = 'Aeon',
        Icon = 'air',
        TechLevel = 'RULEUTL_Secret',
        UnitName = 'Abolisher',
        UnitWeight = 1,
    },
    Intel = {
        VisionRadius = 32,
    },
    Interface = {
        HelpText = '<LOC Unit_Description_4306>Abolisher',
    },
    LifeBarHeight = 0.07,
    LifeBarOffset = 1.0,
    LifeBarSize = 0.6,
    Physics = {
        BuildOnLayerCaps = {
            LAYER_Air = true,
            LAYER_Land = false,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = false,
            LAYER_Water = false,
        },
        Elevation = 10,
        FuelRechargeRate = 20,
        FuelUseTime = 400,
        GroundCollisionOffset = 1.6,
        MaxSpeed = 0.5,
        MeshExtentsX = 2,
        MeshExtentsY = 0.5,
        MeshExtentsZ = 2,
        MotionType = 'RULEUMT_Air',
        RotateBodyWhileMoving = true,
        TurnFacingRate = 180,
        TurnRadius = 5,
        TurnRate = 180,
    },
    SelectionSizeX = 0.7,
    SelectionSizeZ = 1.3,
    SelectionThickness = 0.4,
    SizeSphere = 0.75,
    SizeX = 1,
    SizeY = 0.3,
    SizeZ = 1,
    StrategicIconName = 'icon_gunship2_directfire',
    ModIconName = '4dc',      
    StrategicIconSortPriority = 50,
    Transport = {
        AirClass = true,
        TransportClass = 2,
    },
    Veteran = {
        Level1 = 6,
        Level2 = 12,
        Level3 = 18,
        Level4 = 24,
        Level5 = 30,
    },
    Weapon = {
        {
            AboveWaterTargetsOnly = true,
            AimsStraightOnDisable = true,
            Audio = {
                BeamLoop = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0401_Phason_Laser_Loop',
                    LodCutoff = 'Weapon_LodCutoff',
                },
                BeamStart = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0401_Phason_Laser_Fire',
                    LodCutoff = 'Weapon_LodCutoff',
                },
                BeamStop = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0401_Phason_Laser_Stop',
                    LodCutoff = 'Weapon_LodCutoff',
                },
                Unpack = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0401_Phason_Laser_Charge',
                    LodCutoff = 'Weapon_LodCutoff',
                },
            },
            AutoInitiateAttackCommand = true,
            BallisticArc = 'RULEUBA_None',
            BeamCollisionDelay = 0.1,
            BeamLifetime = 3,
            CollideFriendly = false,
            ContinuousBeam = true,
            Damage = 20,
            DamageRadius = 0.5,
            DamageType = 'Normal',
            DisplayName = 'Ion Beam', 
            FireTargetLayerCapsTable = {
                Air = 'Air|Land|Water',
                Land = 'Air|Land|Water',
            },
            FiringTolerance = 1,
            Label = 'Ion_Beam',
            MaxRadius = 28,
            MinRadius = 6,
            MuzzleChargeDelay = 0,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            RackBones = {
                {
                    MuzzleBones = {
                        'muzzle_beam',
                    },
                    RackBone = 'muzzle_beam',
                },
            },
            RackFireTogether = true,
            RackRecoilDistance = 0,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 0.25,
            SlavedToBody = true,
            SlavedToBodyArcRange = 15,
            TargetCheckInterval = 0.25,
            TargetPriorities = {                              
                'EXPERIMENTAL',
                'MOBILE ANTIAIR',
                'STRUCTURE DEFENSE ANTIAIR',
                'ENGINEER -COMMAND',
                'TECH3 MOBILE',
                'TECH2 MOBILE',
                'ECONOMIC',
                'ALLUNITS',                
            },
            TargetRestrictDisallow = 'UNTARGETABLE, HIGHALTAIR',
            TrackingRadius = 1.15,
            TurretBoneMuzzle = 'muzzle_beam',
            TurretBonePitch = 'uaa0306',
            TurretBoneYaw = 'muzzle_beam',
            TurretDualManipulators = false,
            TurretPitch = -5,
            TurretPitchRange = 60,
            TurretPitchSpeed = 30,
            TurretYaw = 0,
            TurretYawRange = 15,
            TurretYawSpeed = 90,
            Turreted = true,
            WeaponCategory = 'Direct Fire',
        },
        {
            AboveWaterTargetsOnly = true,
            Damage = 200,
            DamageFriendly = true,
            DamageRadius = 1,
            DamageType = 'Normal',
            DisplayName = 'Air Crash',
            DummyWeapon = true,
            FiringTolerance = 2,
            Label = 'DeathImpact',
            WeaponCategory = 'Death',
        },
    },
    Wreckage = {
        Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
        EnergyMult = 0,
        HealthMult = 0.9,
        MassMult = 0.9,
        ReclaimTimeMultiplier = 1,
        WreckageLayers = {
            Air = false,
            Land = true,
            Seabed = false,
            Sub = false,
            Water = false,
        },
    },
}
