UnitBlueprint { AI = { GuardReturnRadius = 150, GuardScanRadius = 100, }, Air = { AutoLandTime = 1, BankFactor = 7, BankForward = false, BreakOffDistance = 3, BreakOffTrigger = 4, CanFly = true, CombatTurnSpeed = 2.2, EngageDistance = 50, KLift = 4, KLiftDamping = 2, KMove = 1.5, KMoveDamping = 1, KRoll = 1.5, KRollDamping = 1, KTurn = 1.5, KTurnDamping = 2.3, LiftFactor = 5, MaxAirspeed = 22.5, MinAirspeed = 18, StartTurnDistance = 5, TightTurnMultiplier = 0.6, TurnSpeed = 2, Winged = true, }, Audio = { AirUnitWaterImpact = Sound { Bank = 'Explosions', Cue = 'Expl_Water_Lrg_01', LodCutoff = 'UnitMove_LodCutoff', }, AmbientMove = Sound { Bank = 'UAA', Cue = 'UAA0303_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 = 'UAA0303_Move_Land', LodCutoff = 'UnitMove_LodCutoff', }, StopMove = Sound { Bank = 'UAA', Cue = 'UAA0303_Move_Stop', LodCutoff = 'UnitMove_LodCutoff', }, TakeOff = Sound { Bank = 'UAA', Cue = 'UAA0303_Move_Start', LodCutoff = 'UnitMove_LodCutoff', }, Thruster = Sound { Bank = 'UAA', Cue = 'UAA0303_Move_Thruster', LodCutoff = 'UnitMove_LodCutoff', }, UISelection = Sound { Bank = 'Interface', Cue = 'Aeon_Select_Air', LodCutoff = 'UnitMove_LodCutoff', }, }, Buffs = { { Add = { VeteranLevel2 = true, }, BuffType = 'MAXHEALTH', Value = 50, }, { Add = { VeteranLevel2 = true, }, BuffType = 'HEALTH', Value = 50, }, { Add = { VeteranLevel4 = true, }, BuffType = 'MAXHEALTH', Value = 50, }, { Add = { VeteranLevel4 = true, }, BuffType = 'HEALTH', Value = 50, }, { Add = { VeteranLevel5 = true, }, BuffType = 'HEALTHREGENRATE', Value = 1, }, }, BuildIconSortPriority = 30, Categories = { 'SELECTABLE', 'BUILTBYTIER3FACTORY', 'AEON', 'MOBILE', 'AIR', 'HIGHALTAIR', 'TECH3', 'ANTIAIR', 'VISIBLETORECON', 'RECLAIMABLE', }, CollisionOffsetY = 0, CollisionOffsetZ = -0.2, Defense = { ArmorType = 'Light', Health = 200, MaxHealth = 200, RegenRate = 0, }, Description = 'Air-Superiority Fighter', Display = { LayerChangeEffects = { AirLand = { Effects = { { Bones = { 'UAA0303', }, Type = 'Landing01', }, }, }, LandAir = { Effects = { { Bones = { 'UAA0303', }, Type = 'TakeOff01', }, }, }, }, Mesh = { IconFadeInZoom = 130, LODs = { { LODCutoff = 120, Scrolling = true, ShaderName = 'Aeon', }, { AlbedoName = 'uaa0303_lod1_albedo.dds', LODCutoff = 215, ShaderName = 'Aeon', SpecularName = 'uaa0303_lod1_specteam.dds', }, }, }, MovementEffects = { Air = { Contrails = { Bones = { 'Contrail_Left', 'Contrail_Right', }, }, Effects = { { Bones = { 'Exhaust_Left', 'Exhaust_Right', }, Type = 'AirMoveExhaust01', }, }, }, }, PlaceholderMeshName = 'UXA0001', SpawnRandomRotation = true, UniformScale = 0.2, }, Economy = { BuildCostEnergy = 24000, BuildCostMass = 360, BuildTime = 3600, }, General = { Category = 'Fighter', 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', TechLevel = 'RULEUTL_Secret', UnitName = 'Corona', UnitWeight = 1, }, Intel = { VisionRadius = 32, }, Interface = { HelpText = 'Air-Superiority Fighter', }, LifeBarHeight = 0.15, LifeBarOffset = 0.55, LifeBarSize = 1.1, Physics = { BuildOnLayerCaps = { LAYER_Air = true, LAYER_Land = false, LAYER_Orbit = false, LAYER_Seabed = false, LAYER_Sub = false, LAYER_Water = false, }, Elevation = 20, FuelRechargeRate = 15, FuelUseTime = 1000, MaxSpeed = 0.5, MeshExtentsX = 2, MeshExtentsY = 0.5, MeshExtentsZ = 2, MotionType = 'RULEUMT_Air', }, SelectionSizeX = 1, SelectionSizeZ = 1, SelectionThickness = 0.4, SizeX = 1, SizeY = 0.3, SizeZ = 1, StrategicIconName = 'icon_fighter3_antiair', StrategicIconSortPriority = 55, Transport = { AirClass = true, TransportClass = 3, }, Veteran = { Level1 = 5, Level2 = 10, Level3 = 25, Level4 = 50, Level5 = 100, }, Weapon = { { Audio = { Fire = Sound { Bank = 'UAAWeapon', Cue = 'UAA0303_Auto_Cannon', LodCutoff = 'Weapon_LodCutoff', }, }, AutoInitiateAttackCommand = true, BallisticArc = 'RULEUBA_None', Buffs = { { Add = { VeteranLevel1 = true, }, BuffType = 'DAMAGE', Value = 7, }, { Add = { VeteranLevel3 = true, }, BuffType = 'DAMAGE', Value = 7, }, }, CollideFriendly = false, Damage = 26, DamageFriendly = false, DamageRadius = 1, DamageType = 'Normal', DisplayName = 'Displacement Cannon', FireTargetLayerCapsTable = { Air = 'Air|Land', Land = 'Air', Water = 'Air', }, FiringTolerance = 2, Label = 'AutoCannon1', MaxRadius = 24, MuzzleSalvoDelay = 0.2, MuzzleSalvoSize = 3, MuzzleVelocity = 55, ProjectileId = '/projectiles/AAAAutocannonQuantum01/AAAAutocannonQuantum01_proj.bp', ProjectileLifetime = 0.6, ProjectilesPerOnFire = 3, RackBones = { { MuzzleBones = { 'Muzzle', }, RackBone = 'Muzzle', }, }, RackFireTogether = false, RackRecoilDistance = 0, RackReloadTimeout = 10, RackSalvoChargeTime = 0, RackSalvoReloadTime = 0, RackSalvoSize = 1, RackSlavedToTurret = false, RateOfFire = 1, SlavedToBody = true, TargetCheckInterval = 0.5, TargetPriorities = { 'SPECIALHIGHPRI', 'AIR MOBILE', 'AIR MOBILE -INTELLIGENCE', 'SPECIALLOWPRI', 'ALLUNITS', }, TargetRestrictDisallow = 'UNTARGETABLE,LAND,STRUCTURE,NAVAL', TargetRestrictOnlyAllow = 'AIR', TurretBoneMuzzle = 'Muzzle', TurretBonePitch = 'Muzzle', TurretBoneYaw = 'Muzzle', TurretDualManipulators = false, TurretPitch = 0, TurretPitchRange = 55, TurretPitchSpeed = 360, TurretYaw = 0, TurretYawRange = 15, TurretYawSpeed = 360, Turreted = true, WeaponCategory = 'Anti Air', }, { 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, }, }, }