File: unittest-jammer.asctxt

package info (click to toggle)
asc 2.4.0.0-3
  • links: PTS, VCS
  • area: main
  • in suites: wheezy
  • size: 75,240 kB
  • sloc: cpp: 155,036; sh: 8,829; ansic: 6,890; makefile: 652; perl: 138
file content (176 lines) | stat: -rwxr-xr-x 5,414 bytes parent folder | download | duplicates (7)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
VehicleType { 
   Transportation { 
      EntranceSystemNum = 0
      MaxLoadableUnits = 0
      MaxLoadableUnitSize = 2147483647
      MaxLoadableMass = 2147483647
      CategoriesNOT = 
   } Transportation
   Name = UnitTest VORTEX
   Infotext = [Jammer units are one of the more important vehicles an army should
              contain. As the name implies, Jammers can block enemy radars.
              The advantage in this is a cover for the movements of the army,
              along with protection against artillery. Jammers tend to get
              destroyed a lot, since their field of jamming is small. InfoImage
              = BananaJoe]
   ID = 1000000051
   SecondaryIDs = 
   View = 30
   Jamming = 39
   InfoImage = 
   MaxResourceProduction { 
      Energy = 0
      Material = 0
      fuel = 0
   } MaxResourceProduction
   ResourceExtractionEfficiency { 
      Material = 1024
      Fuel = 1024
   } ResourceExtractionEfficiency
   StorageCapacity { 
      BImode { 
         Energy = 0
         Material = 0
         fuel = 1000
      } BImode
      ASCmode { 
         Energy = 0
         Material = 0
         fuel = 1000
      } ASCmode
   } StorageCapacity
   MaxResearch = 0
   NominalResearch = 0
   MaxResearchpointsDefault = 0
   DefaultProduction { 
      Energy = 0
      Material = 0
      fuel = 0
   } DefaultProduction
   CategoriesProduceable = default light_tracked_vehicle medium_tracked_vehicle heavy_tracked_vehicle light_wheeled_vehicle medium_wheeled_vehicle heavy_wheeled_vehicle trooper rail_vehicle medium_aircraft medium_ship building|turret|object light_aircraft heavy_aircraft light_ship heavy_ship helicopter hoovercraft 
   AutoHarvestObjects { 
      objects = 
      objectGroups = 
      Range = 0
      MaxFieldsPerTurn = 2147483647
   } AutoHarvestObjects
   Construction { 
      VehiclesInternally = 
      ProductionEfficiency = 1.000000 0.000000 0.000000 0.000000 1.000000 0.000000 0.000000 0.000000 1.000000 
   } Construction
   Description = jammer
   Armor = 370
   Picture = unittest-jammer.png
   Height = ground_level 
   WaitForAttack = false
   FuelConsumption = 12
   Features = leaves_tracks 
   Movement = 0 0 0 70 0 0 0 0 
   Category = light_tracked_vehicle
   MaxSurvivableStorm = 255
   ResourceDrillingRange = 0
   SelfRepairRate = 0
   WreckageObject = 451 
   Transportation { 
      CargoMovementDivisor = 2.000000
   } Transportation
   Weight = 40
   TerrainAccess { 
      terrain_any = Lowland Road Runway Hard_sand Soft_sand Ditch Frozen_water 
      terrain_all = 
      terrain_not = Swamp Large_rocks 
      terrain_kill = Shallow_water Water Deep_water Lava River 
   } TerrainAccess
   Construction { 
      Buildings = 
      Vehicles = 
      Objects = 
      ObjectsRemovable = 
      ObjectGroupsBuildable = 
      ObjectGroupsRemovable = 
      UnitConstructionMoveCostPercentage = 50
      UnitConstructionMinDistance = 1
      UnitConstructionMaxDistance = 1
   } Construction
   Weapons { 
      Number = 1
      Weapon0 { 
         Type = machinegun shootable 
         targets = floating ground_level 
         shotFrom = floating ground_level 
         MaxRange = 10
         MinRange = 10
         Ammo = 4
         Punch@MaxRange = 20
         Punch@MinRange = 20
         Sound = 
         LaserRechargeRate = 0
         laserRechargeCost { 
            Energy = 0
            Material = 0
            fuel = 0
         } laserRechargeCost
         ReactionFireShots = 0
         HitAccuracy { 
            d6 = 0
            d5 = 0
            d4 = 0
            d3 = 0
            d2 = 0
            d1 = 0
            0 = 100
            u1 = 80
            u2 = 0
            u3 = 0
            u4 = 0
            u5 = 0
            u6 = 0
         } HitAccuracy
         WeaponEffectiveness { 
            light_tracked_vehicle = 80
            medium_tracked_vehicle = 65
            heavy_tracked_vehicle = 50
            medium_wheeled_vehicle = 90
            heavy_wheeled_vehicle = 80
            trooper = 130
            rail_vehicle = 60
            medium_aircraft = 90
            medium_ship = 60
            building|turret|object = 50
            heavy_aircraft = 80
            light_ship = 80
            heavy_ship = 50
            helicopter = 90
            hoovercraft = 90
         } WeaponEffectiveness
         name = 
      } Weapon0
   } Weapons
   AIJobOverride = undefined
   MovementSound = tracked_ext_s.ogg
   KillSound = 
   HeightChangeMethodNum = 0
   TechAdapterRequired = UnitTestVortex
   RequireAllListedTechAdapter = true
   ConstructionCost { 
      Energy = 10590
      Material = 8863
      fuel = 0
      CalculationMethod = manual
   } ConstructionCost
   guideSortHelp = 525 307 0 0 1 0 0 0 0 0 
   JumpDrive { 
      Height = 
      consumption { 
         Energy = 0
         Material = 0
         fuel = 0
      } consumption
      terrain_any = Shallow_water Lowland Swamp Forest High_mountains Road Railroad Harbour Runway Pipeline Buried_pipeline Water Deep_water Hard_sand Soft_sand Track_possible Small_rocks Mud Snow Deep_snow Mountains Very_shallow_water Large_rocks Lava Ditch Hillside Turret_foundation Morass Installation Pack_ice River Frozen_water bridge lava_barrier spaceport beacon fire 
      terrain_all = 
      terrain_not = 
      terrain_kill = 
      MaxDistance = 2147483647
   } JumpDrive
   ObjectsLayedByMovement = 7 
} VehicleType