UnitBlueprint { Audio = { AmbientMove = Sound { Bank = 'UAL', Cue = 'UAL0103_Move_Loop', LodCutoff = 'UnitMove_LodCutoff', }, Destroyed = Sound { Bank = 'UALDestroy', Cue = 'UAL_Destroy_Land', LodCutoff = 'UnitMove_LodCutoff', }, StartMove = Sound { Bank = 'UAL', Cue = 'UAL0103_Move_Start', LodCutoff = 'UnitMove_LodCutoff', }, StopMove = Sound { Bank = 'UAL', Cue = 'UAL0103_Move_Stop', LodCutoff = 'UnitMove_LodCutoff', }, UISelection = Sound { Bank = 'Interface', Cue = 'Aeon_Select_Vehicle', LodCutoff = 'UnitMove_LodCutoff', }, }, Buffs = { { Add = { VeteranLevel2 = true, }, BuffType = 'MAXHEALTH', Value = 38, }, { Add = { VeteranLevel2 = true, }, BuffType = 'HEALTH', Value = 38, }, { Add = { VeteranLevel4 = true, }, BuffType = 'MAXHEALTH', Value = 38, }, { Add = { VeteranLevel4 = true, }, BuffType = 'HEALTH', Value = 38, }, { Add = { VeteranLevel5 = true, }, BuffType = 'HEALTHREGENRATE', Value = 2, }, }, BuildIconSortPriority = 50, Categories = { 'SELECTABLE', 'BUILTBYTIER1FACTORY', 'BUILTBYTIER2FACTORY', 'BUILTBYTIER3FACTORY', 'AEON', 'MOBILE', 'LAND', 'TECH1', 'INDIRECTFIRE', 'ARTILLERY', 'VISIBLETORECON', 'RECLAIMABLE', }, Defense = { ArmorType = 'Normal', Health = 150, MaxHealth = 150, RegenRate = 0, }, Description = 'Mobile Light Artillery', Display = { Mesh = { IconFadeInZoom = 130, LODs = { { LODCutoff = 100, Scrolling = true, ShaderName = 'Aeon', }, { AlbedoName = 'ual0103_lod1_albedo.dds', LODCutoff = 215, ShaderName = 'Aeon', SpecularName = 'ual0103_lod1_specteam.dds', }, }, }, MovementEffects = { Land = { Effects = { { Bones = { 'UAL0103', }, Type = 'GroundKickup01', }, }, Treads = { ScrollTreads = true, TreadMarks = { { BoneName = 0, TreadMarks = 'tank_treads002_albedo', TreadMarksInterval = 0.1, TreadMarksSizeX = 0.4, TreadMarksSizeZ = 0.6, }, }, }, }, Water = { Effects = { { Bones = { 'UAL0103', }, Scale = 0.3, Type = 'BackWake', }, }, }, }, SpawnRandomRotation = true, UniformScale = 0.07, }, Economy = { BuildCostEnergy = 180, BuildCostMass = 36, BuildTime = 90, TeleportEnergyMod = 0.15, TeleportMassMod = 1, TeleportTimeMod = 0.01, }, General = { Category = 'Indirect Fire', Classification = 'RULEUC_MilitaryVehicle', 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 = true, RULEUCC_Stop = true, RULEUCC_Transport = false, }, FactionName = 'Aeon', TechLevel = 'RULEUTL_Basic', UnitName = 'Fervor', UnitWeight = 1, }, Intel = { VisionRadius = 18, }, Interface = { HelpText = 'Mobile Light Artillery', }, LifeBarHeight = 0.075, LifeBarOffset = 0.25, LifeBarSize = 0.5, Physics = { BankingSlope = 0, BuildOnLayerCaps = { LAYER_Air = false, LAYER_Land = true, LAYER_Orbit = false, LAYER_Seabed = false, LAYER_Sub = false, LAYER_Water = false, }, DragCoefficient = 0.2, MaxAcceleration = 0.54, MaxBrake = 2.7, MaxSpeed = 2.7, MaxSpeedReverse = 0, MaxSteerForce = 10, MeshExtentsX = 0.55, MeshExtentsY = 0.35, MeshExtentsZ = 0.65, MinSpeedPercent = 0, MotionType = 'RULEUMT_Land', RotateOnSpot = true, TurnRadius = 2, TurnRate = 40, }, SelectionCenterOffsetX = 0, SelectionCenterOffsetZ = -0.075, SelectionSizeX = 0.3, SelectionSizeZ = 0.4, SelectionThickness = 0.6, SizeX = 0.45, SizeY = 0.2, SizeZ = 0.5, StrategicIconName = 'icon_land1_artillery', StrategicIconSortPriority = 135, Veteran = { Level1 = 5, Level2 = 10, Level3 = 25, Level4 = 50, Level5 = 100, }, Weapon = { { Audio = { Fire = Sound { Bank = 'UALWeapon', Cue = 'UAL0103_Mortar_Concussion', LodCutoff = 'Weapon_LodCutoff', }, }, BallisticArc = 'RULEUBA_HighArc', Buffs = { { Add = { VeteranLevel1 = true, }, BuffType = 'DAMAGE', Value = 50, }, { Add = { VeteranLevel3 = true, }, BuffType = 'DAMAGE', Value = 50, }, }, CollideFriendly = false, Damage = 200, DamageFriendly = false, DamageRadius = 0.5, DamageType = 'Normal', DisplayName = 'Concussion Artillery', FireTargetLayerCapsTable = { Land = 'Land|Water', }, FiringRandomness = 0.75, FiringTolerance = 3, Label = 'MainGun', MaxRadius = 30, MinRadius = 5, MuzzleSalvoDelay = 0, MuzzleSalvoSize = 1, MuzzleVelocity = 14, MuzzleVelocityReduceDistance = 28, ProjectileId = '/projectiles/AIFMortar01/AIFMortar01_proj.bp', RackBones = { { MuzzleBones = { 'Turret_Muzzle', }, RackBone = 'Turret_Barrel', }, }, RackFireTogether = false, RackRecoilDistance = 0, RackReloadTimeout = 10, RackSalvoChargeTime = 0, RackSalvoReloadTime = 0, RackSalvoSize = 1, RackSlavedToTurret = false, RateOfFire = 0.5, SlavedToBody = true, TargetCheckInterval = 1, TargetPriorities = { 'SPECIALHIGHPRI', 'COMMAND', 'STRUCTURE DEFENSE', 'SPECIALLOWPRI', 'ALLUNITS', }, TargetRestrictDisallow = 'UNTARGETABLE', TurretBoneMuzzle = 'Turret_Muzzle', TurretBonePitch = 'Turret_Barrel', TurretBoneYaw = 'Turret_Barrel', TurretDualManipulators = false, TurretPitch = 45, TurretPitchRange = 90, TurretPitchSpeed = 45, TurretYaw = 0, TurretYawRange = 45, TurretYawSpeed = 45, Turreted = true, WeaponCategory = 'Artillery', }, }, 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, }, }, }