Post tutorial Report RSS 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 on - 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

<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

    <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

    <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

    <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

    <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

    <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

    <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

    <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!

        <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

        <Skirmish_Land_Bomber>Y-Wing_Bombing_Run</Skirmish_Land_Bomber>

Now change it to this:

        <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 Author
rebel5555 - - 33 comments

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.

Reply Good karma+1 vote
GeneralCody
GeneralCody - - 3 comments

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 ***.

Reply Good karma Bad karma+1 vote
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