FITini //-------------------------------------------- // This is the new Mech/Vehicle File Format. // Stores all variants for this type of mech. // Player variants added into here as well. //-------------------------------------------- [General] st Name = "Talon" // mech type description f TonnageClass = 70.0 // 70 tons l DescIndex = 409 //Points to mech name in Resource file l AbbrIndex = 4 //Points to mech abbreviation in res file l ResourcePoints = 2500 //Base Resource points on Chassis in CBills now! l ChassisBR = 25 //Base Battle Rating of Chassis l EncyclopediaId = -1 //Points to entry in encyclopedia on this Mech l HelpId = -1 //Points to help entry for this mech. l HouseId = -1 //Identifies which house runs this mech. b CanHaveAdvSensor = f //Can Mech Have Advanced Sensor installed. b CanHaveOptics = f //Can Mech Have Optics Installed. b CanHaveGlobalSensor = f //Can Mech have Global Sensor installed. b CanHaveECM = f //Can Mech have ECM Installed. b CanHaveActiveProbe = f //Can Mech have Active Probe Installed. f BaseHeatIndex = 30.0 //Made up number. How much heat the mech itself generates. f MaxHeatIndex = 100.0 //Made up number. How much heat capacity the mech has. st iconFileName = "Talon" [ObjectType] st Name = "talon" // Text string giving a descriptive name l ExplosionObject = 41 // Object Class Number of explosion for Mech l DestroyedObject = 101 // Object Class Number of Destroyed shape for Mech f ExtentRadius = 12 // Extent Radius in Meters st AppearanceName = "shayu" // Appearance Name of Object. [MaxInternalStructure] uc Head = 3 uc CenterTorso = 22 uc LeftTorso = 15 uc RightTorso = 15 uc LeftArm = 11 uc RightArm = 11 uc LeftLeg = 15 uc RightLeg = 15 [MechDynamics] l maxTorsoYawRate = 360 //Degrees per sec l maxTorsoYaw = 120 //(+/-)Degrees l maxArmYaw = 60 //(+/-)Degrees l maxMechYawRate = 180 //Degrees per sec l maxRightArmYawRate = 180 //Degrees per sec l maxLeftArmYawRate = 180 //Degrees per sec f maxAccel = 3.0 //Meters per sec per sec f maxVelocity = 40.0 //Meters per sec [Variants] l numVariants = 1 st VariantName000 = "Base Talon" //Variant 000 -- Base Variant [V000:MaxArmorPoints] uc Head = 9 uc CenterTorso = 16 uc LeftTorso = 14 uc RightTorso = 14 uc LeftArm = 12 uc RightArm = 12 uc LeftLeg = 13 uc RightLeg = 13 uc RearCenterTorso = 7 uc RearLeftTorso = 5 uc RearRightTorso = 5 [V000:CurArmorPoints] //Technically, we do not need current armor or internal structure points //Stored in the file because they are always repaired or new whenever //we load the mech into either the mission or logistics. //Does Mike want damaged enemy mechs on the field? uc Head = 9 uc CenterTorso = 16 uc LeftTorso = 14 uc RightTorso = 14 uc LeftArm = 12 uc RightArm = 12 uc LeftLeg = 13 uc RightLeg = 13 uc RearCenterTorso = 7 uc RearLeftTorso = 5 uc RearRightTorso = 5 [V000:InventoryInfo] uc NumOther = 13 //Number of other components. Anything NOT weapon or AMMO uc NumWeapons = 5 //Number of Weapon Components. uc NumAmmo = 4 //Number of AMMO components. Each ammo weapon REQUIRES one AMMO component. [V000:Head] uc CurInternalStructure = 3 uc Component:0 = 6 //Always the Cockpit uc Component:1 = 7 //Always Life Support uc Component:2 = 12 //Always the Sensor package (can be 255 indicating no sensor) uc Component:3 = 255 //Always the ECM package (can be 255 indicating no ECM) uc Component:4 = 255 //Always the Optics package (can be 255 indicating no Optics) uc Component:5 = 255 //Always the Active Probe (can be 255 indicating no Active Probe) [V000:CenterTorso] uc CurInternalStructure = 8 uc Component:0 = 0 //Always the Fusion Engine uc Component:1 = 1 //Always the Gyroscope uc Component:2 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:3 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:4 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:5 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:6 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:7 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:8 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:9 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:10 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:11 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) [V000:LeftTorso] uc CurInternalStructure = 6 uc Component:0 = 14 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:1 = 19 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:2 = 17 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:3 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:4 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:5 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:6 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:7 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:8 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:9 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:10 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:11 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) [V000:RightTorso] uc CurInternalStructure = 6 uc Component:0 = 15 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:1 = 20 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:2 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:3 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:4 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:5 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:6 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:7 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:8 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:9 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:10 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:11 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) [V000:LeftArm] uc CurInternalStructure = 4 uc Component:0 = 8 //Always the Shoulder uc Component:1 = 2 //Always the Arm Actuator uc Component:2 = 2 //Always the Arm Actuator uc Component:3 = 2 //Always the Arm Actuator uc Component:4 = 13 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:5 = 18 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:6 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:7 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:8 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:9 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:10 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:11 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) [V000:RightArm] uc CurInternalStructure = 4 uc Component:0 = 9 //Always the Shoulder uc Component:1 = 3 //Always the Arm Actuator uc Component:2 = 3 //Always the Arm Actuator uc Component:3 = 3 //Always the Arm Actuator uc Component:4 = 16 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:5 = 21 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:6 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:7 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:8 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:9 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:10 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) uc Component:11 = 255 //Open Weapon Slot. (can be 255 indicating slot is empty) [V000:LeftLeg] uc CurInternalStructure = 6 uc Component:0 = 10 //Always the Hip uc Component:1 = 4 //Always the Leg Actuator uc Component:2 = 4 //Always the Leg Actuator uc Component:3 = 255 //Jump Jet (can Be 255 Indicating no Jump Jet) uc Component:4 = 255 //Jump Jet (can Be 255 Indicating no Jump Jet) uc Component:5 = 255 //Jump Jet (can Be 255 Indicating no Jump Jet) [V000:RightLeg] uc CurInternalStructure = 6 uc Component:0 = 11 //Always the Hip uc Component:1 = 5 //Always the Leg Actuator uc Component:2 = 5 //Always the Leg Actuator uc Component:3 = 255 //Jump Jet (can Be 255 Indicating no Jump Jet) uc Component:4 = 255 //Jump Jet (can Be 255 Indicating no Jump Jet) uc Component:5 = 255 //Jump Jet (can Be 255 Indicating no Jump Jet) [V000:Item:0] uc MasterID = 1 //ALWAYS Fusion Engine [V000:Item:1] uc MasterID = 22 //ALWAYS Gyroscope [V000:Item:2] uc MasterID = 4 //ALWAYS LEFT Arm Actuator [V000:Item:3] uc MasterID = 4 //ALWAYS RIGHT Arm Actuator [V000:Item:4] uc MasterID = 5 //ALWAYS LEFT Leg Actuator [V000:Item:5] uc MasterID = 5 //ALWAYS RIGHT Leg Actuator [V000:Item:6] uc MasterID = 6 //ALWAYS Cockpit [V000:Item:7] uc MasterID = 35 //ALWAYS LifeSupport [V000:Item:8] uc MasterID = 33 //ALWAYS LEFT Shoulder [V000:Item:9] uc MasterID = 33 //ALWAYS RIGHT Shoulder [V000:Item:10] uc MasterID = 34 //ALWAYS LEFT Hip [V000:Item:11] uc MasterID = 34 //ALWAYS RIGHT Hip [V000:Item:12] uc MasterID = 13 //Sensor if there is one. //If there is NO sensor, This ITEM is not present! //Same for Optics, ECM and Active Probe! [V000:Item:13] uc MasterID = 123 //SRM/2 uc FacesForward = 1 [V000:Item:14] uc MasterID = 123 //SRM/2 uc FacesForward = 1 [V000:Item:15] uc MasterID = 123 //SRM/2 uc FacesForward = 1 [V000:Item:16] uc MasterID = 123 //SRM/2 uc FacesForward = 1 [V000:Item:17] uc MasterID = 143 //Medium Laser uc FacesForward = 1 [V000:Item:18] uc MasterID = 223 //SRM/2 Pack l Amount = -1 [V000:Item:19] uc MasterID = 223 //SRM/2 Pack l Amount = -1 [V000:Item:20] uc MasterID = 223 //SRM/2 Pack l Amount = -1 [V000:Item:21] uc MasterID = 223 //SRM/2 Pack l Amount = -1 FITEnd