307 lines
14 KiB
XML
307 lines
14 KiB
XML
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<?xml version="1.0"?>
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<PropertyList>
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<nasal>
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<load>
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<![CDATA[
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print("Loading MQ-9", cmdarg().getPath());
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var nodeName = cmdarg().getPath();
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##checks whether it has been initialized already; if so, just return
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if ( bombable.check_overall_initialized (nodeName) ) return;
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############################################
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#MQ-9 INITIALIZER
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var object_init = func() {
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# Datas of this object are under: cmdarg().getPath()
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var thisNodeName = cmdarg().getPath();
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var thisNode = props.globals.getNode(thisNodeName);
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# Add some useful nodes
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########################################################################
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########################################################################
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# INITIALIZE BOMBABLE
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#
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# Initialize constants and main routines for maintaining altitude
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# relative to ground-level, relocating after file/reset, and
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# creating bombable/shootable objects.
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#
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# These routines are found in FG/nasal/bombable.nas
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#
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########################################################################
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# INITIALIZE BOMBABLE Object
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# This object will be slurped in the object's node as a child
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# node named "bombable".
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# All distances are specified in meters.
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# All altitudes are relative to current ground level at the object's
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# location
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#
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thisNodeName = cmdarg().getPath();
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var bombableObject = {
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objectNodeName : thisNodeName,
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objectNode : props.globals.getNode(thisNodeName),
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updateTime_s : 1/3, #time, in seconds, between the updates that
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#keep the object at its AGL. Tradeoff is high-speed updates look more
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#realistic but slow down the framerate/cause jerkiness. Faster-moving
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#objects will need more frequent updates to look realistic.
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#update time faster than about 1/3 seems to have a noticeable effect
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#on frame rate
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#########################################
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# ALTITUDE DEFINITIONS
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#
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altitudes : {
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wheelsOnGroundAGL_m : 1 , #altitude correction to add to your aircraft or ship that is needed to put wheels on ground (or, for a ship, make it float in the water at the correct level). For most objects this is 0 but some models need a small correction to place them exactly at ground level
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minimumAGL_m : 1, #minimum altitude above ground level this object is allowed to fly
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maximumAGL_m : 15240, #maximum altitude AGL this object is allowed to fly, ie, operational ceiling
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crashedAGL_m : -0.1, #altitude AGL when crashed. Ships will sink to this level, aircraft or vehicles will sink into the ground as landing gear collapses or tires deflate. Should be negative, even just -0.001.
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},
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#
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#########################################
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# VELOCITIES DEFINITIONS
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#
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velocities : {
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maxSpeedReduce_percent : 0.5, #max % to reduce speed, per step, when damaged
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minSpeed_kt : 60, #minimum speed to reduce to when damaged. Ground vehicles and ships might stop completely when damaged but aircraft will need a minimum speed so they keep moving until they hit the ground.
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cruiseSpeed_kt : 169, #cruising speed, typical/optimal cruising speed, V C for aircraft
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attackSpeed_kt : 200, #typical/optimal speed when aggressively attacking or evading, in
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#level flight for aircraft
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maxSpeed_kt : 260 , #Maximum possible speed under dive or downhill conditions, V NE for aircraft
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damagedAltitudeChangeMaxRate_meterspersecond : 30, #max rate to sink or fly downwards when damaged, in meters/second
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#The terminal velocities are calculated by opening the 'real' AC
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#in FG, level flight, full throttle, then putting
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#the AC at different angles of attack with the autopilot,
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#and noting the terminal airspeed & vertical speed velocities.
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#For best results, do it near sea level, under 5000 feet altitude.
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#One or two each of climb & dive velocities are probably sufficient.
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#However if you do more we may be able to use the more precise
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#data in the future.
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#
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#Note that these are intended to be true airspeed whereas FG's
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#/velocities/airspeed-kt reports indicated airspeed, so some
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#conversion or reference to groundspeed-kt is needed.
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#
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#In FG /velocities/groundspeed-kt is equal (or close
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#to equal, except for wind . . .) true airspeed when pitch=0
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#but as pitch increases or decreases that will change.
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#
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diveTerminalVelocities: {
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point1: { airspeed_kt : 447.6, vertical_speed_fps : - 74.4},
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point2: { airspeed_kt : 498.4, vertical_speed_fps : - 167.1},
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point3: { airspeed_kt : 535, vertical_speed_fps : - 255.0},
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point4: { airspeed_kt : 556, vertical_speed_fps : - 343.9},
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},
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climbTerminalVelocities: {
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point1: { airspeed_kt : 331.2, vertical_speed_fps : 34.3},
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point2: { airspeed_kt : 266.7, vertical_speed_fps : 59.4},
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point3: { airspeed_kt : 169.7, vertical_speed_fps : 73.1},
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},
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},
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#
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#########################################
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# EVASION DEFINITIONS
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#
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# The evasion system makes the AI aircraft dodge when they come under
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# fire.
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evasions : {
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dodgeDelayMax_sec : 15, #max time to delay/wait between dodges
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dodgeDelayMin_sec : 5, #minimum time to delay/wait between dodges
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dodgeMax_deg : 75, #Max amount to turn when dodging
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#90 degrees = instant turn, unrealistic
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#up to 80 is usually OK, somewhere in 80-85 starts to be unrealistically fast
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#>85 is usually very unrealistic. You must test this in your scenario, however.
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dodgeMin_deg : 57, #minimum amount to turn when dodging
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rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll
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dodgeROverLPreference_percent : 50, # Preference for right turns vs. left when dodging. 90% means 90% right turns, 50% means 50% right turns.
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dodgeAltMin_m : -5000, #Aircraft will begin to move up or down
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dodgeAltMax_m : 5000, #Max & Min are relative to current alt
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dodgeVertSpeedClimb_mps : 100, #Max speed to climb when evading
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dodgeVertSpeedDive_mps : 200, #Max speed to dive when evading
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},
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#
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#########################################
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# ATTACK DEFINITIONS
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#
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# The attack system makes the AI aircraft turn and fly towards
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# other aircraft
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attacks : {
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maxDistance_m : 14000, #max distance to turn & attack main aircraft
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minDistance_m : 2500, #min distance to turn & attack main aircraft, ie, fly away this far before turning to attack again
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continueAttackAngle_deg : 20, #when within minDistance_m, the aircraft will continue to turn towards the main aircraft and attack *if* if the angle is less than this amount from dead ahead
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altitudeHigherCutoff_m : 13000, # will attack the main aircraft unless this amount higher than it or more
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altitudeLowerCutoff_m : 5000, # will attack the main aircraft unless this amount lower than it or more
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climbPower : 6000, # How powerful the aircraft is when climbing during an attack; 4000 would be typical for, say a Zero--scale accordingly for others; higher is stronger
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divePower : 9000, # How powerful the aircraft is when diving during and attack; 6000 typical of a Zero--could be much more than climbPower if the aircraft is a weak climber but a strong diver
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rollMin_deg : 58, #when turning on attack, roll to this angle min
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rollMax_deg : 75, #when turning on attack, roll to this angle max
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#90 degrees = instant turn, unrealistic
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#up to 80 might be OK, depending on aircraft & speed; somewhere in 80-85 starts to be unrealistically fast
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#>85 is usually very unrealistic. You must test this in your scenario, however.
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rollRateMax_degpersec : 110, #you can figure this out by rolling the corresponding FG aircraft and timing a 180 or 360 deg roll
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attackCheckTime_sec : 10, # check for need to attack/correct course this often
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attackCheckTimeEngaged_sec : 0.7, # once engaged with enemy, check/update course this frequently
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},
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#
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#########################################
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# WEAPONS DEFINITIONS
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#
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# The weapons system makes the AI aircraft fire on the main aircraft
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# You can define any number of weapons--just enclose each in curly brackets
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# and separate with commas (,).
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weapons : {
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front_gun : #internal name - this can be any name you want; must be a valid nasal variable name
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{
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name : "AGM-114", # name presented to users, ie in on-screen messages
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maxDamage_percent : 80, # maximum percentage damage one hit from the aircraft's main weapon/machine guns will do to an opponent
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maxDamageDistance_m : 8000, # maximum distance at which the aircrafts main weapon/maching guns will be able to damage an opponent
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weaponAngle_deg : { heading: 0, elevation: 0 }, # direction the aircraft's main weapon is aimed.
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# 0,0 = straight ahead, 90,0=directly right, 0,90=directly up, 0,180=directly back, etc.
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weaponOffset_m : {x:2.5, y:0, z:0}, # Offset of the weapon from the main aircraft center
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weaponSize_m : {start:.30, end:.30}, # Visual size of the weapon's projectile, in meters, at start & end of its path
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},
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},
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#
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#########################################
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# DIMENSION DEFINITIONS
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#
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dimensions : {
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width_m : 20.00, #width of your object, ie, for aircraft, wingspan
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length_m : 11.00, #length of your object, ie, for aircraft, distance nose to tail
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height_m : 3.80, #height of your object, ie, for aircraft ground to highest point when sitting on runway
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damageRadius_m : 10, #typically 1/2 the longest dimension of the object. Hits within this distance of the
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#center of object have some possibility of damage
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vitalDamageRadius_m : 1, #typically the radius of the fuselage or cockpit or other most
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# vital area at the center of the object. Always smaller than damageRadius_m
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crashRadius_m : 5, #It's a crash if the main aircraft hits in this area.
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},
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#
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#########################################
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# VULNERABILITIES DEFINITIONS
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#
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vulnerabilities : {
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damageVulnerability : 10, #Vulnerability to damage from armament, 1=normal M1 tank; higher to make objects easier to kill and lower to make them more difficult. This is a multiplier, so 5 means 5X easier to kill than an M1, 1/5 means 5X harder to kill.
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engineDamageVulnerability_percent : 9, #Chance that a small-caliber machine-gun round will damage the engine.
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fireVulnerability_percent : 7, #Vulnerability to catching on fire. 100% means even the slightest impact will set it on fire; 20% means quite difficult to set on fire; 0% means set on fire only when completely damaged; -1% means never set on fire.
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fireDamageRate_percentpersecond : .5, #Amount of damage to add, per second, when on fire. 100%=completely damaged. Warthog is relatively damage-resistant.
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fireExtinguishMaxTime_seconds : 80, #Once a fire starts, for this many seconds there is a chance to put out the fire; fires lasting longer than this won't be put out until the object burns out.
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fireExtinguishSuccess_percentage : 20, #Chance of the crew putting out the fire within the MaxTime above. Warthoge is relatively damage-resistant.
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explosiveMass_kg : 9000 , #mass of the object in KG, but give at least a 2-10X bonus to anything carrying flammables or high explosives.
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},
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#
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#########################################
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# LIVERY DEFINITIONS
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#
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# Path to livery files to use at different damage levels.
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# Path is relative to the AI aircraft's directory.
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# The object will start with the first livery listed and
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# change to succeeding liveries as the damage
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# level increases. The final livery should indicate full damage/
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# object destroyed.
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#
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# If you don't want to specify any special liveries simply set
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# damageLivery : nil and the object's normal livery will be used.
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#
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damageLiveries : {
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damageLivery : [ ]
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},
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};
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#########################################
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# INITIALIZE ROUTINES
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#
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# OVERALL INITIALIZER: Needed to make all the others work
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bombable.initialize ( bombableObject );
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#
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# LOCATION: Relocate object to maintain its position after file/reset
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# (best not used for airplanes)
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# bombable.location_init ( thisNodeName );
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#
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# GROUND: Keep object at altitude relative to ground level
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bombable.ground_init ( thisNodeName );
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#
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# ATTACK: Make the object attack the main aircraft
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bombable.attack_init ( thisNodeName );
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#
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# WEAPONS: Make the object shoot the main aircraft
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bombable.weapons_init ( thisNodeName );
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#
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# BOMBABLE: Make the object bombable/damageable
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bombable.bombable_init ( thisNodeName );
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#
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# SMOKE/CONTRAIL: Start a flare, contrail, smoke trail, or exhaust
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# trail for the object.
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# Smoke types available: flare, jetcontrail, pistonexhaust, smoketrail,
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# damagedengine
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bombable.startSmoke("jetcontrail", thisNodeName );
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#
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# END INITIALIZE BOMBABLE
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########################################################################
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########################################################################
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}
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object_init();
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]]>
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</load>
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<unload>
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<![CDATA[
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print("Unload MQ-9");
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var nodeName= cmdarg().getPath();
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bombable.de_overall_initialize( nodeName );
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bombable.initialize_del( nodeName );
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bombable.ground_del( nodeName );
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bombable.location_del (nodeName);
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bombable.bombable_del( nodeName );
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bombable.attack_del( nodeName );
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bombable.weapons_del (nodeName);
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# </unload>
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]]>
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</unload>
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</nasal>
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</PropertyList>
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