UnitBlueprint { Air = { AutoLandTime = 1, BankFactor = 3, BankForward = false, BreakOffDistance = 30, BreakOffTrigger = 10, CanFly = true, KLift = 1, KLiftDamping = 1, KMove = 1, KMoveDamping = 1, KRoll = 2, KRollDamping = 1, KTurn = 1.5, KTurnDamping = 1, LiftFactor = 2, MaxAirspeed = 17, MaxEngineThrust = 20, MaxEngineTorque = 10, StartTurnDistance = 10, Winged = true, }, Audio = { AirUnitWaterImpact = Sound { Bank = 'Explosions', Cue = 'Expl_Water_Lrg_01', LodCutoff = 'UnitMove_LodCutoff', }, AmbientMove = Sound { Bank = 'UAA', Cue = 'UAA0101_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 = 'UAA', Cue = 'UAA0101_Move_Land', LodCutoff = 'UnitMove_LodCutoff', }, StopMove = Sound { Bank = 'UAA', Cue = 'UAA0101_Move_Stop', LodCutoff = 'UnitMove_LodCutoff', }, TakeOff = Sound { Bank = 'UAA', Cue = 'UAA0101_Move_Start', LodCutoff = 'UnitMove_LodCutoff', }, Thruster = Sound { Bank = 'UAA', Cue = 'UAA0101_Move_Thruster', LodCutoff = 'UnitMove_LodCutoff', }, UISelection = Sound { Bank = 'Interface', Cue = 'Aeon_Select_Air', LodCutoff = 'UnitMove_LodCutoff', }, }, Buffs = { { Add = { VeteranLevel2 = true, }, BuffType = 'MAXHEALTH', Value = 1, }, { Add = { VeteranLevel2 = true, }, BuffType = 'HEALTH', Value = 1, }, { Add = { VeteranLevel4 = true, }, BuffType = 'MAXHEALTH', Value = 1, }, { Add = { VeteranLevel4 = true, }, BuffType = 'HEALTH', Value = 1, }, { Add = { VeteranLevel5 = true, }, BuffType = 'HEALTHREGENRATE', Value = 1, }, }, BuildIconSortPriority = 20, Categories = { 'SELECTABLE', 'BUILTBYTIER1FACTORY', 'BUILTBYTIER2FACTORY', 'BUILTBYTIER3FACTORY', 'AEON', 'MOBILE', 'AIR', 'HIGHALTAIR', 'TECH1', 'INTELLIGENCE', 'SCOUT', 'VISIBLETORECON', 'RECLAIMABLE', }, CollisionOffsetY = 0, Defense = { ArmorType = 'Light', Health = 3, MaxHealth = 3, RegenRate = 0, }, Description = 'Air Scout', Display = { LayerChangeEffects = { AirLand = { Effects = { { Bones = { 'UAA0101', }, Type = 'Landing01', }, }, }, LandAir = { Effects = { { Bones = { 'UAA0101', }, Type = 'TakeOff01', }, }, }, }, Mesh = { IconFadeInZoom = 130, LODs = { { LODCutoff = 100, ShaderName = 'Aeon', }, { AlbedoName = 'uaa0101_lod1_albedo.dds', LODCutoff = 215, ShaderName = 'Aeon', SpecularName = 'uaa0101_lod1_specteam.dds', }, }, }, MovementEffects = { Air = { Contrails = { Bones = { 'Contrail_Left', 'Contrail_Right', }, }, Effects = { { Bones = { 0, }, Type = 'TakeOff01', }, }, }, Land = { Effects = { { Bones = { 0, }, Type = 'Landing01', }, }, }, }, PlaceholderMeshName = 'UXA0010', SpawnRandomRotation = true, UniformScale = 0.1, }, Economy = { BuildCostEnergy = 640, BuildCostMass = 16, BuildTime = 160, }, General = { Category = 'Utility', Classification = 'RULEUC_MilitaryAircraft', CommandCaps = { RULEUCC_Attack = true, RULEUCC_CallTransport = true, RULEUCC_Capture = false, RULEUCC_Guard = true, RULEUCC_Move = true, RULEUCC_Nuke = false, RULEUCC_Patrol = true, RULEUCC_Reclaim = false, RULEUCC_Repair = false, RULEUCC_RetaliateToggle = false, RULEUCC_Stop = true, RULEUCC_Transport = false, }, FactionName = 'Aeon', TechLevel = 'RULEUTL_Basic', UnitName = 'Mirage', UnitWeight = 1, }, Intel = { VisionRadius = 70, }, Interface = { HelpText = 'Air Scout', }, LifeBarHeight = 0.075, LifeBarOffset = 0.2, LifeBarSize = 0.6, Physics = { AttackElevation = 0.5, BankingSlope = 0.5, BuildOnLayerCaps = { LAYER_Air = true, LAYER_Land = false, LAYER_Orbit = false, LAYER_Seabed = false, LAYER_Sub = false, LAYER_Water = false, }, Elevation = 20, FuelRechargeRate = 5, FuelUseTime = 500, MaxAcceleration = 10, MaxSpeed = 10, MaxSteerForce = 100, MeshExtentsX = 1, MeshExtentsY = 0.25, MeshExtentsZ = 0.65, MinSpeedPercent = 0.85, MotionType = 'RULEUMT_Air', TurnRadius = 100, TurnRate = 100, }, SelectionSizeX = 0.5, SelectionSizeZ = 0.45, SelectionThickness = 0.5, SizeX = 0.4, SizeY = 0.15, SizeZ = 0.6, StrategicIconName = 'icon_fighter1_intel', StrategicIconSortPriority = 75, Transport = { AirClass = true, TransportClass = 1, }, Weapon = { { Damage = 10, 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, }, }, }