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.)
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.
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 ***.