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Report article RSS Feed Tutorial: Making a Space Based Bomber Bomb on Land

In this tutorial I will be showing you all how to successfully make a Space Based Bomber Available for Bombing Runs on Land Maps. This isn't a very hard thing to accomplish and should be considered an intermediate type tutorial as we will be editing several XML files. Okay then, lets get started!

Posted by rebel5555 on Apr 22nd, 2009
Intermediate Client Side Coding.

Tutorial: Making a Space Based Bomber Bomb on Land
By: rebel5555 (AKA Joshua R.)

In this tutorial I will be showing you all how to successfully make a Space Based Bomber Available for Bombing Runs on Land Maps. This isn't a very hard thing to accomplish and should be considered an
intermediate type tutorial as we will be editing several XML files. Okay then, lets get started!

(NOTE: I have a model of a B-Wing that I will be using in this tutorial, I don't remember where I got it
from and who released it as it has no readme. So, I will not be uploading  as I don't want to cause any problems. Because, if it was from a mod and someone ripped the model off someone could get angry and I don't need to be flamed. However, if you want it to put in your own personal mod that won't be released to the public just PM me and I'll e-mail it to you.)

First, we will start by making the famous B-Wing which was partly designed by Admiral Ackbar.
(As I remember from some old Rogue Squadron Game)

Okay so basically, were going to copy the Y-Wings Code as the base.

From SPACEUNITSFIGHTERS.XML

xml code:
<SpaceUnit Name="Y-Wing">

        <Text_ID>TEXT_UNIT_Y_WING</Text_ID>
        <Encyclopedia_Text>TEXT_TOOLTIP_Y_WING</Encyclopedia_Text>
        <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
        <Encyclopedia_Good_Against> Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship </Encyclopedia_Good_Against>
        <Encyclopedia_Vulnerable_To> TIE_Fighter Tartan_Patrol_Cruiser Pirate Fighter </Encyclopedia_Vulnerable_To>
        <Space_Model_Name>rv_ywing.alo</Space_Model_Name>
        <Scale_Factor>0.7</Scale_Factor>
        <Select_Box_Scale>70</Select_Box_Scale>
        <Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>

        <Mouse_Collide_Override_Sphere_Radius> 50.0 </Mouse_Collide_Override_Sphere_Radius>

        <Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
        <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
        <Mass>0.99</Mass>
        <Fires_Forward>no</Fires_Forward>
        <Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
        <Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
        <Max_Lift>3</Max_Lift>
        <Max_Speed>3.0</Max_Speed>
        <Min_Speed>2.0</Min_Speed>
        <Max_Rate_Of_Turn>1.3</Max_Rate_Of_Turn>
        <Max_Thrust>1.0</Max_Thrust>
        <Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
        <Bank_Turn_Angle>70</Bank_Turn_Angle>
        <Begin_Turn_Towards_Distance>500.0</Begin_Turn_Towards_Distance>
        <Hyperspace>Yes</Hyperspace>
        <Hyperspace_Speed>1.5</Hyperspace_Speed>
        <Maintenance_Cost>0.1</Maintenance_Cost>
        <Affiliation>Rebel</Affiliation>
        <Required_Ground_Base_Level>0</Required_Ground_Base_Level>
        <Required_Star_Base_Level>2</Required_Star_Base_Level>
        <Shield_Points>30</Shield_Points>
        <Tactical_Health>60</Tactical_Health>
        <Shield_Refresh_Rate>3</Shield_Refresh_Rate>
        <Energy_Capacity>500</Energy_Capacity>
        <Energy_Refresh_Rate>300</Energy_Refresh_Rate>
        <Ship_Class>bomber</Ship_Class>
        <Armor_Type> Armor_Bomber </Armor_Type>
        <Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
        <Formation_Priority>2</Formation_Priority>
        <Is_Escort>no</Is_Escort>
        <Is_Bomber>yes</Is_Bomber>
        <Land_Bomber_Type>Y-Wing_Bombing_Run</Land_Bomber_Type>
        <Political_Control>0</Political_Control>
        <Squadron_Capacity>0</Squadron_Capacity>
        <Number_per_Squadron>3</Number_per_Squadron>
        <Build_Cost_Credits>70</Build_Cost_Credits>
        <Build_Time_Seconds>13</Build_Time_Seconds>
        <Size_Value>8</Size_Value>
        <SpaceBehavior>FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, REVEAL, NEBULA </SpaceBehavior>
        <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
        <Damage>5</Damage>
        <Projectile_Fire_Recharge_Seconds>12.0</Projectile_Fire_Recharge_Seconds>
        <Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
        <Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
        <Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
        <Death_Explosions>Small_Explosion_Space</Death_Explosions>
        <Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>

        <Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
        <HardPoints>
            HP_BOMBER_01, HP_BOMBER_03
        </HardPoints>

        <SFXEvent_Fire> Unit_Y_Wing_Fire </SFXEvent_Fire>
        <SFXEvent_Select>Unit_Select_Y_Wing</SFXEvent_Select>
        <SFXEvent_Move>Unit_Move_Y_Wing</SFXEvent_Move>
        <SFXEvent_Fleet_Move>Unit_Fleet_Move_Y_Wing</SFXEvent_Fleet_Move>
        <SFXEvent_Attack>Unit_Attack_Y_Wing</SFXEvent_Attack>
        <SFXEvent_Guard>Unit_Guard_Y_Wing</SFXEvent_Guard>
        <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Y_Wing </SFXEvent_Move_Into_Asteroid_Field>
        <SFXEvent_Move_Into_Nebula> Unit_Nebula_Y_Wing </SFXEvent_Move_Into_Nebula>

        <SFXEvent_Health_Low_Warning> Unit_Health_Low_Y_Wing </SFXEvent_Health_Low_Warning>
        <SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Y_Wing </SFXEvent_Health_Critical_Warning>

        <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Y_Wing </SFXEvent_Attack_Hardpoint>

        <SFXEvent_Ambient_Moving> Unit_Y_Wing_Fly_By </SFXEvent_Ambient_Moving>
        <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
        <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
        <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Y_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

        <CategoryMask> Bomber | AntiCapital</CategoryMask>
        <Property_Flags> SmallShip </Property_Flags>
        <Icon_Name>i_button_y_wing.tga</Icon_Name>
        <Victory_Relevant>yes</Victory_Relevant>
        <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
        <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

        <Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
        <Custom_Footprint_Radius> 15.0 </Custom_Footprint_Radius>
        <MovementClass> Space </MovementClass>
        <Out_Of_Combat_Defense_Adjustment>-1.0</Out_Of_Combat_Defense_Adjustment>
        <Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>

        <Create_Team>Yes</Create_Team>
        <AI_Combat_Power>75</AI_Combat_Power>
        <Collision_Box_Modifier>2.0</Collision_Box_Modifier>
        <Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
        <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
       
        <Spin_Away_On_Death>Yes</Spin_Away_On_Death>
        <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
        <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
        <Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
        <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
        <Remove_Upon_Death>true</Remove_Upon_Death>

        <!-- Unit abilities description -->
        <Unit_Abilities_Data SubObjectList="Yes">
            <!-- Primary ability -->
            <Unit_Ability>
                <Type>ION_CANNON_SHOT</Type>
                <SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Y_Wing</SFXEvent_GUI_Unit_Ability_Activated>
            </Unit_Ability>
        </Unit_Abilities_Data>

        <Strafe_Distance>500.0</Strafe_Distance>
        <Population_Value>0</Population_Value>

    </SpaceUnit>

From SQUADRONS.XML

xml code:
    <Squadron Name="Y-Wing_Squadron">
        <Text_ID>TEXT_Y_WING_SQUADRON</Text_ID>
        <Encyclopedia_Good_Against> Star_Destroyer Victory_Destroyer Acclamator_Assault_Ship </Encyclopedia_Good_Against>
        <Encyclopedia_Vulnerable_To> TIE_Fighter Tartan_Patrol_Cruiser Pirate_Fighter </Encyclopedia_Vulnerable_To>
        <GUI_Row> 1 </GUI_Row>
        <Is_Dummy>Yes</Is_Dummy>
        <Formation_Priority>2</Formation_Priority>
        <Is_Escort>Nos</Is_Escort>
        <Is_Bomber>yes</Is_Bomber>
        <Autoresolve_Health>200</Autoresolve_Health>
        <Damage>15</Damage>
        <Affiliation>Rebel</Affiliation>
        <Political_Control>0</Political_Control>
        <Build_Cost_Credits>210</Build_Cost_Credits>
        <Build_Time_Seconds>20</Build_Time_Seconds>
        <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
        <Build_Initially_Locked>Yes</Build_Initially_Locked>
        <Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
        <Slice_Cost_Credits>400</Slice_Cost_Credits>
        <Tech_Level>0</Tech_Level>
        <Required_Timeline />
        <Required_Star_Base_Level>2</Required_Star_Base_Level>
        <Required_Special_Structures />
        <Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
        <Squadron_Units>Y-Wing, Y-Wing, Y-Wing</Squadron_Units>
        <Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
        <Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
        <Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
        <Icon_Name>i_button_y_wing.tga</Icon_Name>
        <GUI_Model_Name>RV_ywing.ALO</GUI_Model_Name>
        <GUI_Distance>120</GUI_Distance>
        <GUI_Offset>0 0 0</GUI_Offset>
        <GUI_Velocity>45</GUI_Velocity>

        <SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
        <SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
        <SFXEvent_Build_Complete>Unit_Complete_Y_Wing</SFXEvent_Build_Complete>

        <FormationOrder>3</FormationOrder>
        <Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
        <Guard_Chase_Range>1000.0</Guard_Chase_Range>
        <Idle_Chase_Range>200.0</Idle_Chase_Range>
        <Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
        <Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
        <Property_Flags> SmallShip </Property_Flags>
       
        <!-- if we have a targeted ability, we'll need a team object to attach this ability to -->
        <Create_Team_Type>Y_Wing_Squadron_Container </Create_Team_Type>
         <Max_Squad_Size> 6 </Max_Squad_Size>
           
        <Unit_Abilities_Data SubObjectList="Yes">
            <!-- Primary ability -->
            <Unit_Ability>
                <Type>ION_CANNON_SHOT</Type>
            </Unit_Ability>
        </Unit_Abilities_Data>
       
        <Encyclopedia_Text>TEXT_TOOLTIP_Y_WING</Encyclopedia_Text>
        <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
       
        <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
        <Tactical_Build_Cost_Multiplayer>550</Tactical_Build_Cost_Multiplayer>
        <Tactical_Build_Time_Seconds>17</Tactical_Build_Time_Seconds>
        <Tactical_Build_Prerequisites />
        <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
        <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
        <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
        <!--<MULTIPLAYER SKIRMISH VALUES END>-->
        <Population_Value>1</Population_Value>
        <Score_Cost_Credits> 700</Score_Cost_Credits>
    </Squadron>

From LANDBOMBINGRUNUNITS.XML

xml code:
    <LandBombingUnit Name="Y-Wing_Bombing_Run">
        <Text_ID>TEXT_UNIT_Y_WING</Text_ID>
        <Land_Model_Name>rv_ywing.alo</Land_Model_Name>
        <Icon_Name>i_button_y_wing.tga</Icon_Name>
        <Mass>0.985</Mass>
        <Autoresolve_Health>40.0</Autoresolve_Health>
       
        <Max_Speed>6.0</Max_Speed>
        <Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
        <Max_Thrust>0.2</Max_Thrust>
        <Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
        <Max_Lift>3.0</Max_Lift>
        <Bank_Turn_Angle>45</Bank_Turn_Angle>
        <Behavior>POWERED</Behavior>
        <LandBehavior> LANDBOMBER_LOCOMOTOR, SHIELDED, POWERED, AMBIENT_SFX,UNIT_AI, TARGETING, WEAPON </LandBehavior>
        <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
        <Select_Box_Scale>43</Select_Box_Scale>
        <Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
        <Scale_Factor>1.0</Scale_Factor>
        <!--<Is_Sprite>No</Is_Sprite>-->
        <Type>Fly</Type>
        <Deploys>No</Deploys>
        <Affiliation>Rebel</Affiliation>
        <Size_Value>15</Size_Value>


        <Armor_Type> Armor_Speeder </Armor_Type>
        <Damage>25</Damage>
        <Shield_Points>50</Shield_Points>
        <Tactical_Health>50</Tactical_Health>
        <Shield_Refresh_Rate>5</Shield_Refresh_Rate>
        <Energy_Capacity>500</Energy_Capacity>
        <Energy_Refresh_Rate>10</Energy_Refresh_Rate>

        <SFXEvent_Fire>Unit_Y_Wing_Fire</SFXEvent_Fire>
        <SFXEvent_Select>Unit_Select_Y_Wing</SFXEvent_Select>
        <SFXEvent_Move>Unit_Move_Y_Wing</SFXEvent_Move>
        <SFXEvent_Attack>Unit_Attack_Y_Wing</SFXEvent_Attack>
        <SFXEvent_Guard>Unit_Guard_Y_Wing</SFXEvent_Guard>
        <SFXEvent_Ambient_Moving> Unit_Y_Wing_Fly_By_Land </SFXEvent_Ambient_Moving>
        <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 1 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
        <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 2 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
        <SFXEvent_Bomb_Run_Select_Target> Unit_Select_Y_Wing </SFXEvent_Bomb_Run_Select_Target>
        <SFXEvent_Bomb_Run_Incoming> Unit_Bombing_Run_Y_Wing </SFXEvent_Bomb_Run_Incoming>

        <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
        <Fires_Forward> Yes </Fires_Forward> <!-- This must be YES in order to fire missiles without concern of the firing cone in Calculate_Projectile_Facing() -->
        <Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
        <Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
        <Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
        <Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>

        <!-- Note: If switch back to the Y-Wing missile, the missile in incorredly defined as a BOMB and will not work! -->
        <Projectile_Types> Y_Wing_Bombing_Run_Bomb </Projectile_Types>

        <Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
        <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
        <Projectile_Fire_Recharge_Seconds>0.20</Projectile_Fire_Recharge_Seconds>

        <Damage_Hit_Particles>Rebel_Bombing_Run_Explosion_Land</Damage_Hit_Particles>
        <Shield_Hit_Particles>Projectile_Shield_Absorb_Small</Shield_Hit_Particles>
        <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
        <Death_Explosions>Medium_Explosion_Land</Death_Explosions>
        <CategoryMask> Air </CategoryMask>
        <AI_Combat_Power>150</AI_Combat_Power>
        <MovementClass> Space </MovementClass>
        <OccupationStyle>1x1</OccupationStyle>
        <Victory_Relevant>yes</Victory_Relevant>
        <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
        <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
        <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
        <Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
        <!-- Generic_Shadow -->
        <Blob_Shadow_Material_Name></Blob_Shadow_Material_Name>
        <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
        <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
       
        <MovementClass> Space </MovementClass>
        <Space_Layer> Capital </Space_Layer>
        <Layer_Z_Adjust>100.0</Layer_Z_Adjust>
        <Min_Speed>2.0</Min_Speed>
        <!-- 250.0 -->
        <Hover_Offset>100.0</Hover_Offset>
        <Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
        <MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
        <Idle_Chase_Range>145.0</Idle_Chase_Range>
        <Guard_Chase_Range>400.0</Guard_Chase_Range>
        <Score_Cost_Credits> 700</Score_Cost_Credits>
       
        <Death_Explosions>Small_Explosion_Space</Death_Explosions>
        <Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
       
        <Spin_Away_On_Death>Yes</Spin_Away_On_Death>
        <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
        <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
        <Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
        <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
        <Remove_Upon_Death>true</Remove_Upon_Death>

    </LandBombingUnit>

From CONTAINERS.XML

xml code:
    <Container Name="B_Wing_Squadron_Container">
        <Variant_Of_Existing_Type>Darth_Vader_TIE_Fighter_Container</Variant_Of_Existing_Type>
        <Encyclopedia_Good_Against> Star_Destroyer TIE_Fighter Pirate_Fighter </Encyclopedia_Good_Against>
        <Encyclopedia_Vulnerable_To>  Tartan_Patrol_Cruiser  </Encyclopedia_Vulnerable_To>
        <Encyclopedia_Text>TEXT_TOOLTIP_B_WING</Encyclopedia_Text>
        <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
        <Text_ID>TEXT_B_WING_SQUADRON</Text_ID>
        <Icon_Name>i_button_B_wing.tga</Icon_Name>
        <GUI_Model_Name>RV_Bwing.ALO</GUI_Model_Name>
        <GUI_Distance>120</GUI_Distance>
        <GUI_Offset>0 0 0</GUI_Offset>
        <GUI_Velocity>45</GUI_Velocity>
       
        <Behavior>TEAM, TEAM_LOCOMOTOR, SELECTABLE, TARGETING, UNIT_AI</Behavior>
        <SpaceBehavior> REVEAL, ABILITY_COUNTDOWN</SpaceBehavior>
   
        <Icon_Name />
       
        <CategoryMask>Bomber | AntiFrigate | AntiCapital</CategoryMask>
        <Max_Speed>5.0</Max_Speed>
        <Min_Speed>1.5</Min_Speed>
        <Hyperspace>yes</Hyperspace>
        <Hyperspace_Speed>1.5</Hyperspace_Speed>

        <!-- Unit abilities description -->
        <Unit_Abilities_Data SubObjectList="Yes">
            <!-- Primary ability -->
            <Unit_Ability>
                <Type>ION_CANNON_SHOT</Type>
                <Recharge_Seconds>20.0</Recharge_Seconds>
                <GUI_Activated_Ability_Name>Y_Wing_Container_Ion_Cannon_Shot</GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
                <Projectile_Types_Override>Proj_Ion_Cannon_Medium_Laser_Blue</Projectile_Types_Override>
            </Unit_Ability>
        </Unit_Abilities_Data>
       
        <Abilities SubObjectList="Yes">
            <Ion_Cannon_Shot_Attack_Ability Name="Y_Wing_Container_Ion_Cannon_Shot">
                <Activation_Style> User_Input </Activation_Style>
                <!-- We only consider the following unit types "valid targets": -->
                <Applicable_Unit_Categories>All</Applicable_Unit_Categories>
                <Applicable_Unit_Types />
            </Ion_Cannon_Shot_Attack_Ability>
        </Abilities>
       
    </Container>

Alright, now that we have the Y-Wings code as a base in SPACEUNITSFIGHTERS.XML, SQUADRONS.XML, CONTAINERS.XML & LANDBOMBINGRUNUNITS.XML we will begin changing the code to make it the B-Wing.

In SPACEUNITSFIGHTERS.XML

xml code:
    <SpaceUnit Name="B-Wing">

        <Text_ID>TEXT_UNIT_B_WING</Text_ID>
        <Encyclopedia_Text>TEXT_TOOLTIP_B_WING</Encyclopedia_Text>
        <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
        <Encyclopedia_Good_Against> Star_Destroyer TIE_Fighter Pirate Fighter </Encyclopedia_Good_Against>
        <Encyclopedia_Vulnerable_To>  Tartan_Patrol_Cruiser  </Encyclopedia_Vulnerable_To>
        <Space_Model_Name>rv_bwing.alo</Space_Model_Name>
        <Scale_Factor>0.7</Scale_Factor>
        <Select_Box_Scale>70</Select_Box_Scale>
        <Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>

        <Mouse_Collide_Override_Sphere_Radius> 50.0 </Mouse_Collide_Override_Sphere_Radius>

        <Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
        <Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
        <Mass>0.99</Mass>
        <Fires_Forward>no</Fires_Forward>
        <Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
        <Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
        <Max_Lift>3</Max_Lift>
        <Max_Speed>3.0</Max_Speed>
        <Min_Speed>2.0</Min_Speed>
        <Max_Rate_Of_Turn>1.3</Max_Rate_Of_Turn>
        <Max_Thrust>1.0</Max_Thrust>
        <Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
        <Bank_Turn_Angle>70</Bank_Turn_Angle>
        <Begin_Turn_Towards_Distance>500.0</Begin_Turn_Towards_Distance>
        <Hyperspace>Yes</Hyperspace>
        <Hyperspace_Speed>1.5</Hyperspace_Speed>
        <Maintenance_Cost>0.1</Maintenance_Cost>
        <Affiliation>Rebel</Affiliation>
        <Required_Ground_Base_Level>0</Required_Ground_Base_Level>
        <Required_Star_Base_Level>2</Required_Star_Base_Level>
        <Shield_Points>75</Shield_Points>
        <Tactical_Health>120</Tactical_Health>
        <Shield_Refresh_Rate>5</Shield_Refresh_Rate>
        <Energy_Capacity>800</Energy_Capacity>
        <Energy_Refresh_Rate>600</Energy_Refresh_Rate>
        <Ship_Class>bomber</Ship_Class>
        <Armor_Type> Armor_Bomber </Armor_Type>
        <Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
        <Formation_Priority>2</Formation_Priority>
        <Is_Escort>no</Is_Escort>
        <Is_Bomber>yes</Is_Bomber>
        <Land_Bomber_Type>B-Wing_Bombing_Run</Land_Bomber_Type>
        <Political_Control>0</Political_Control>
        <Squadron_Capacity>0</Squadron_Capacity>
        <Number_per_Squadron>3</Number_per_Squadron>
        <Build_Cost_Credits>140</Build_Cost_Credits>
        <Build_Time_Seconds>25</Build_Time_Seconds>
        <Size_Value>8</Size_Value>
        <SpaceBehavior>FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, REVEAL, NEBULA </SpaceBehavior>
        <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
        <Damage>10</Damage>
        <Projectile_Fire_Recharge_Seconds>6.0</Projectile_Fire_Recharge_Seconds>
        <Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
        <Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
        <Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
        <Death_Explosions>Small_Explosion_Space</Death_Explosions>
        <Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>

        <Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
        <HardPoints>
            HP_BOMBER_01, HP_BOMBER_03
        </HardPoints>

        <SFXEvent_Fire> Unit_Y_Wing_Fire </SFXEvent_Fire>
        <SFXEvent_Select>Unit_Select_Y_Wing</SFXEvent_Select>
        <SFXEvent_Move>Unit_Move_Y_Wing</SFXEvent_Move>
        <SFXEvent_Fleet_Move>Unit_Fleet_Move_Y_Wing</SFXEvent_Fleet_Move>
        <SFXEvent_Attack>Unit_Attack_Y_Wing</SFXEvent_Attack>
        <SFXEvent_Guard>Unit_Guard_Y_Wing</SFXEvent_Guard>
        <SFXEvent_Move_Into_Asteroid_Field> Unit_Asteroids_Y_Wing </SFXEvent_Move_Into_Asteroid_Field>
        <SFXEvent_Move_Into_Nebula> Unit_Nebula_Y_Wing </SFXEvent_Move_Into_Nebula>

        <SFXEvent_Health_Low_Warning> Unit_Health_Low_Y_Wing </SFXEvent_Health_Low_Warning>
        <SFXEvent_Health_Critical_Warning> Unit_Health_Critical_Y_Wing </SFXEvent_Health_Critical_Warning>

        <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_ENGINE, Unit_HP_ENGINES_Y_Wing </SFXEvent_Attack_Hardpoint>
        <SFXEvent_Attack_Hardpoint> HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Y_Wing </SFXEvent_Attack_Hardpoint>

        <SFXEvent_Ambient_Moving> Unit_Y_Wing_Fly_By </SFXEvent_Ambient_Moving>
        <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 5 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
        <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 10 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
        <SFXEvent_Engine_Cinematic_Focus_Loop> Unit_Y_Wing_Cinematic_Engine_Loop </SFXEvent_Engine_Cinematic_Focus_Loop>

        <CategoryMask> Bomber | AntiCapital | Fighter | AntiBomber</CategoryMask>
        <Property_Flags> SmallShip </Property_Flags>
        <Icon_Name>i_button_b_wing.tga</Icon_Name>
        <Victory_Relevant>yes</Victory_Relevant>
        <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
        <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>

        <Min_Speed_Fraction_For_Turn>0.6</Min_Speed_Fraction_For_Turn>
        <Custom_Footprint_Radius> 15.0 </Custom_Footprint_Radius>
        <MovementClass> Space </MovementClass>
        <Out_Of_Combat_Defense_Adjustment>-1.0</Out_Of_Combat_Defense_Adjustment>
        <Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>

        <Create_Team>Yes</Create_Team>
        <AI_Combat_Power>75</AI_Combat_Power>
        <Collision_Box_Modifier>2.0</Collision_Box_Modifier>
        <Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
        <Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
       
        <Spin_Away_On_Death>Yes</Spin_Away_On_Death>
        <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
        <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
        <Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
        <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
        <Remove_Upon_Death>true</Remove_Upon_Death>

        <!-- Unit abilities description -->
        <Unit_Abilities_Data SubObjectList="Yes">
            <!-- Primary ability -->
            <Unit_Ability>
                <Type>ION_CANNON_SHOT</Type>
                <SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Y_Wing</SFXEvent_GUI_Unit_Ability_Activated>
            </Unit_Ability>
            <Unit_Ability>
                <Type>SPOILER_LOCK</Type>
               
                <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,    3.0f</Mod_Multiplier>
                <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,    3.0f</Mod_Multiplier>
                <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,    3.0f</Mod_Multiplier>
                <Mod_Multiplier>SPEED_MULTIPLIER,                    1.5</Mod_Multiplier>
                <SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_X_Wing</SFXEvent_GUI_Unit_Ability_Activated>
                <SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_X_Wing</SFXEvent_GUI_Unit_Ability_Deactivated>
            </Unit_Ability>            
        </Unit_Abilities_Data>

        <Strafe_Distance>500.0</Strafe_Distance>
        <Population_Value>0</Population_Value>

    </SpaceUnit>

In SQUADRONS.XML

xml code:
    <Squadron Name="B-Wing_Squadron">
        <Text_ID>TEXT_B_WING_SQUADRON</Text_ID>
        <Encyclopedia_Good_Against> Star_Destroyer TIE_Fighter Pirate_Fighter </Encyclopedia_Good_Against>
        <Encyclopedia_Vulnerable_To>  Tartan_Patrol_Cruiser  </Encyclopedia_Vulnerable_To>
        <GUI_Row> 1 </GUI_Row>
        <Is_Dummy>Yes</Is_Dummy>
        <Formation_Priority>2</Formation_Priority>
        <Is_Escort>Nos</Is_Escort>
        <Is_Bomber>yes</Is_Bomber>
        <Autoresolve_Health>400</Autoresolve_Health>
        <Damage>30</Damage>
        <Affiliation>Rebel</Affiliation>
        <Political_Control>0</Political_Control>
        <Build_Cost_Credits>400</Build_Cost_Credits>
        <Build_Time_Seconds>35</Build_Time_Seconds>
        <Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
        <Build_Initially_Locked>Yes</Build_Initially_Locked>
        <Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
        <Slice_Cost_Credits>800</Slice_Cost_Credits>
        <Tech_Level>3</Tech_Level>
        <Required_Timeline />
        <Required_Star_Base_Level>2</Required_Star_Base_Level>
        <Required_Special_Structures />
        <Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
        <Squadron_Units>B-Wing, B-Wing, B-Wing</Squadron_Units>
        <Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
        <Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
        <Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
        <Icon_Name>i_button_B_wing.tga</Icon_Name>
        <GUI_Model_Name>RV_Bwing.ALO</GUI_Model_Name>
        <GUI_Distance>120</GUI_Distance>
        <GUI_Offset>0 0 0</GUI_Offset>
        <GUI_Velocity>45</GUI_Velocity>

        <SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
        <SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
        <SFXEvent_Build_Complete>Unit_Complete_Y_Wing</SFXEvent_Build_Complete>

        <FormationOrder>3</FormationOrder>
        <Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>
        <Guard_Chase_Range>1000.0</Guard_Chase_Range>
        <Idle_Chase_Range>200.0</Idle_Chase_Range>
        <Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
        <Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>
        <Property_Flags> SmallShip </Property_Flags>
       
        <!-- if we have a targeted ability, we'll need a team object to attach this ability to -->
        <Create_Team_Type>B_Wing_Squadron_Container </Create_Team_Type>
         <Max_Squad_Size> 6 </Max_Squad_Size>
           
        <Unit_Abilities_Data SubObjectList="Yes">
            <!-- Primary ability -->
            <Unit_Ability>
                <Type>ION_CANNON_SHOT</Type>
            </Unit_Ability>
            <Unit_Ability>
            <Type>SPOILER_LOCK</Type>
           
            <Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,    3.0f</Mod_Multiplier>
            <Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,    1.0f</Mod_Multiplier>
            <Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,    1.0f</Mod_Multiplier>
            <Mod_Multiplier>SPEED_MULTIPLIER,        2</Mod_Multiplier>
            </Unit_Ability>
        </Unit_Abilities_Data>
       
        <Encyclopedia_Text>TEXT_TOOLTIP_B_WING</Encyclopedia_Text>
        <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
       
        <!--<MULTIPLAYER SKIRMISH VALUES BEGIN>-->
        <Tactical_Build_Cost_Multiplayer>550</Tactical_Build_Cost_Multiplayer>
        <Tactical_Build_Time_Seconds>17</Tactical_Build_Time_Seconds>
        <Tactical_Build_Prerequisites />
        <Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
        <!--<Build_Limit_Current_Per_Player>0</Build_Limit_Current_Per_Player>-->
        <!--<Build_Limit_Lifetime_Per_Player>0</Build_Limit_Lifetime_Per_Player>-->  
        <!--<MULTIPLAYER SKIRMISH VALUES END>-->
        <Population_Value>1</Population_Value>
        <Score_Cost_Credits> 700</Score_Cost_Credits>
    </Squadron>


In LANDBOMBINGRUNUNITS.XML

xml code:
    <LandBombingUnit Name="B-Wing_Bombing_Run">
        <Text_ID>TEXT_UNIT_B_WING</Text_ID>
        <Land_Model_Name>rv_bwing.alo</Land_Model_Name>
        <Icon_Name>i_button_b_wing.tga</Icon_Name>
        <Mass>0.985</Mass>
        <Autoresolve_Health>60.0</Autoresolve_Health>
       
        <Max_Speed>6.0</Max_Speed>
        <Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
        <Max_Thrust>0.2</Max_Thrust>
        <Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
        <Max_Lift>3.0</Max_Lift>
        <Bank_Turn_Angle>45</Bank_Turn_Angle>
        <Behavior>POWERED</Behavior>
        <LandBehavior> LANDBOMBER_LOCOMOTOR, SHIELDED, POWERED, AMBIENT_SFX,UNIT_AI, TARGETING, WEAPON </LandBehavior>
        <Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
        <Select_Box_Scale>43</Select_Box_Scale>
        <Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
        <Scale_Factor>1.0</Scale_Factor>
        <!--<Is_Sprite>No</Is_Sprite>-->
        <Type>Fly</Type>
        <Deploys>No</Deploys>
        <Affiliation>Rebel</Affiliation>
        <Size_Value>15</Size_Value>


        <Armor_Type> Armor_Speeder </Armor_Type>
        <Damage>35</Damage>
        <Shield_Points>75</Shield_Points>
        <Tactical_Health>85</Tactical_Health>
        <Shield_Refresh_Rate>10</Shield_Refresh_Rate>
        <Energy_Capacity>500</Energy_Capacity>
        <Energy_Refresh_Rate>20</Energy_Refresh_Rate>

        <SFXEvent_Fire>Unit_Y_Wing_Fire</SFXEvent_Fire>
        <SFXEvent_Select>Unit_Select_Y_Wing</SFXEvent_Select>
        <SFXEvent_Move>Unit_Move_Y_Wing</SFXEvent_Move>
        <SFXEvent_Attack>Unit_Attack_Y_Wing</SFXEvent_Attack>
        <SFXEvent_Guard>Unit_Guard_Y_Wing</SFXEvent_Guard>
        <SFXEvent_Ambient_Moving> Unit_Y_Wing_Fly_By_Land </SFXEvent_Ambient_Moving>
        <SFXEvent_Ambient_Moving_Min_Delay_Seconds> 1 </SFXEvent_Ambient_Moving_Min_Delay_Seconds>
        <SFXEvent_Ambient_Moving_Max_Delay_Seconds> 2 </SFXEvent_Ambient_Moving_Max_Delay_Seconds>
        <SFXEvent_Bomb_Run_Select_Target> Unit_Select_Y_Wing </SFXEvent_Bomb_Run_Select_Target>
        <SFXEvent_Bomb_Run_Incoming> Unit_Bombing_Run_Y_Wing </SFXEvent_Bomb_Run_Incoming>

        <Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
        <Fires_Forward> Yes </Fires_Forward> <!-- This must be YES in order to fire missiles without concern of the firing cone in Calculate_Projectile_Facing() -->
        <Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
        <Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
        <Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
        <Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>

        <!-- Note: If switch back to the Y-Wing missile, the missile in incorredly defined as a BOMB and will not work! -->
        <Projectile_Types> Y_Wing_Bombing_Run_Bomb </Projectile_Types>

        <Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
        <Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
        <Projectile_Fire_Recharge_Seconds>0.20</Projectile_Fire_Recharge_Seconds>

        <Damage_Hit_Particles>Rebel_Bombing_Run_Explosion_Land</Damage_Hit_Particles>
        <Shield_Hit_Particles>Projectile_Shield_Absorb_Small</Shield_Hit_Particles>
        <Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
        <Death_Explosions>Medium_Explosion_Land</Death_Explosions>
        <CategoryMask> Air </CategoryMask>
        <AI_Combat_Power>150</AI_Combat_Power>
        <MovementClass> Space </MovementClass>
        <OccupationStyle>1x1</OccupationStyle>
        <Victory_Relevant>yes</Victory_Relevant>
        <No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
        <No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>
        <Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
        <Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
        <!-- Generic_Shadow -->
        <Blob_Shadow_Material_Name></Blob_Shadow_Material_Name>
        <Air_Vehicle_Turret_Target> Yes </Air_Vehicle_Turret_Target>
        <Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
       
        <MovementClass> Space </MovementClass>
        <Space_Layer> Capital </Space_Layer>
        <Layer_Z_Adjust>100.0</Layer_Z_Adjust>
        <Min_Speed>2.0</Min_Speed>
        <!-- 250.0 -->
        <Hover_Offset>100.0</Hover_Offset>
        <Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
        <MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
        <Idle_Chase_Range>145.0</Idle_Chase_Range>
        <Guard_Chase_Range>400.0</Guard_Chase_Range>
        <Score_Cost_Credits> 700</Score_Cost_Credits>
       
        <Death_Explosions>Small_Explosion_Space</Death_Explosions>
        <Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
       
        <Spin_Away_On_Death>Yes</Spin_Away_On_Death>
        <Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
        <Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
        <Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
        <Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
        <Remove_Upon_Death>true</Remove_Upon_Death>

    </LandBombingUnit>


In CONTAINERS.XML

xml code:
    <Container Name="B_Wing_Squadron_Container">
        <Variant_Of_Existing_Type>Darth_Vader_TIE_Fighter_Container</Variant_Of_Existing_Type>
        <Encyclopedia_Good_Against> Star_Destroyer TIE_Fighter Pirate_Fighter </Encyclopedia_Good_Against>
        <Encyclopedia_Vulnerable_To>  Tartan_Patrol_Cruiser  </Encyclopedia_Vulnerable_To>
        <Encyclopedia_Text>TEXT_TOOLTIP_B_WING</Encyclopedia_Text>
        <Encyclopedia_Unit_Class> TEXT_ENCYCLOPEDIA_CLASS_BOMBER </Encyclopedia_Unit_Class>
        <Text_ID>TEXT_B_WING_SQUADRON</Text_ID>
        <Icon_Name>i_button_B_wing.tga</Icon_Name>
        <GUI_Model_Name>RV_Bwing.ALO</GUI_Model_Name>
        <GUI_Distance>120</GUI_Distance>
        <GUI_Offset>0 0 0</GUI_Offset>
        <GUI_Velocity>45</GUI_Velocity>
       
        <Behavior>TEAM, TEAM_LOCOMOTOR, SELECTABLE, TARGETING, UNIT_AI</Behavior>
        <SpaceBehavior> REVEAL, ABILITY_COUNTDOWN</SpaceBehavior>
   
        <Icon_Name />
       
        <CategoryMask>Bomber | AntiFrigate | AntiCapital</CategoryMask>
        <Max_Speed>5.0</Max_Speed>
        <Min_Speed>1.5</Min_Speed>
        <Hyperspace>yes</Hyperspace>
        <Hyperspace_Speed>1.5</Hyperspace_Speed>

        <!-- Unit abilities description -->
        <Unit_Abilities_Data SubObjectList="Yes">
            <!-- Primary ability -->
            <Unit_Ability>
                <Type>ION_CANNON_SHOT</Type>
                <Recharge_Seconds>20.0</Recharge_Seconds>
                <GUI_Activated_Ability_Name>Y_Wing_Container_Ion_Cannon_Shot</GUI_Activated_Ability_Name> <!-- GUI Command Bar support -->
                <Projectile_Types_Override>Proj_Ion_Cannon_Medium_Laser_Blue</Projectile_Types_Override>
            </Unit_Ability>
        </Unit_Abilities_Data>
       
        <Abilities SubObjectList="Yes">
            <Ion_Cannon_Shot_Attack_Ability Name="Y_Wing_Container_Ion_Cannon_Shot">
                <Activation_Style> User_Input </Activation_Style>
                <!-- We only consider the following unit types "valid targets": -->
                <Applicable_Unit_Categories>All</Applicable_Unit_Categories>
                <Applicable_Unit_Types />
            </Ion_Cannon_Shot_Attack_Ability>
        </Abilities>
       
    </Container>

Now the following tags are required for the B-wing to work as a Land Bomber. You might ask "How do I know this?" Well here's the answer: I know this because I spent about 22 hours strait and 2 2-liters of Dr. Pepper trying to get it to work!

xml code:
        <Ship_Class>bomber</Ship_Class>(Required in SPACEUNITSFIGHTERS.XML)
        <Is_Escort>no</Is_Escort>(Required in both SPACEUNITSFIGHTERS.XML and SQUADRONS.XML)
        <Is_Bomber>yes</Is_Bomber>(Required in both SPACEUNITSFIGHTERS.XML and SQUADRONS.XML)
        <Land_Bomber_Type>B-Wing_Bombing_Run</Land_Bomber_Type>(Required in SPACEUNITSFIGHTERS.XML)
        <Targeting_Priority_Set>Bomber</Targeting_Priority_Set(Required in SPACEUNITSFIGHTERS.XML)

 

Give yourself a cookie! You now should have a working B-Wing Land Bomber in the Main Campaign and Galactic Conquest type games.

Now if you want to we can replace the Y-Wing Bombing Run for Skirmish type games.

From FACTIONS.XML

xml code:
        <Skirmish_Land_Bomber>Y-Wing_Bombing_Run</Skirmish_Land_Bomber>

 

Now change it to this:

xml code:
        <Skirmish_Land_Bomber>B-Wing_Bombing_Run</Skirmish_Land_Bomber>

I hope you guys and/or Gals have enjoyed another of my series of tutorials, and if you're a noob, don't sweat it we were all noobs at one time or another it just takes time and patience to learn new
things.

Have a good time now,
Rebel5555 (AKA Joshua R.)

Post comment Comments
rebel5555
rebel5555 Apr 22 2009, 10:08pm says:

If you need any help following this tutorial or want to post any feedback please feel free to leave me a comment or send me a pm.

+1 vote     reply to comment
GeneralCody
GeneralCody Feb 11 2010, 9:27am says:

so the text above is to make the standard y-wing bomber appearance a b-wing? cause i'd love to have those in the game. b-wings kick ***.

+1 vote     reply to comment
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Star Wars: Empire At War
Platforms
Windows, Mac
Developer
Petroglyph
Publisher
LucasArts
Engine
Alamo
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Official Page
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Release Date
Released Feb 16, 2006
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