[GameObjectClass]
baseName = "fvatank"
geometryName = "fvtitan_skel.xsi"
glowTexture = "fvatanka0.pic"
cockpitName = "fvtitan_cockpit.xsi"
classLabel = "assaulttank"

scrapValue = 60
scrapCost = 90
customCost = 100

buildTime = 15.0
customTime = 20.0

maxHealth = 6000
addhealth = 9.0
maxAmmo = 6000
addAmmo = 20
aiAddAmmo = 50
unitName = "Titan"

aiName = "AssaultTankProcess"
aiName2 = "AssaultTankProcess"

heatSignature = 0.5
imageSignature = 5.0
radarSignature = 5.0

isAssault = 1
armorClass = H

collisionRadius = 10
//boxCollide = 1
//mass = 290000
mass = 200000


requireCount = 3
requireName1 = "fbforgcpu"
requireText1 = "Upgrade Kiln"
requireName2 = "fbovercpu"
requireText2 = "Upgrade Antenna Mound"
requireName3 = "fbstrocpu"
requireText3 = "Build Stronghold"

/////// weapons ///////////////////

//weaponMask = 00001
//weaponHard1 = "HP_CANNON_1"
//weaponName1 = "garc_c"
//weaponAssault1 = 0
//weaponHard2 = "HP_CANNON_2"
//weaponName2 = "garc_c"
//weaponAssault2 = 0
//weaponHard3 = "HP_GUN_1"
//weaponName3 = "giongn_c"     //giongn_a
//weaponAssault3 = 0
//weaponHard4 = "HP_GUN_2"
//weaponName4 = "giongn_c"     //giongn_a
//weaponAssault4 = 0


weaponMask = 01111
weaponHard1 = "HP_CANNON_1"
recoilName1 = "cube2"
weaponName1 = "garcT_c"
weaponAssault1 = 1

weaponHard2 = "HP_CANNON_2"
recoilName2 = "cube4"
weaponName2 = "garcT_c"
weaponAssault2 = 1

weaponHard3 = "HP_GUN_1"
recoilName3 = "cube2"
//weaponName3 = "giongn_c"
weaponName3 = "ggaussT_a"
weaponAssault3 = 0

weaponHard4 = "HP_GUN_2"
recoilName4 = "cube4"
//weaponName4 = "giongn_c"
weaponName4 = "ggaussT_a"
weaponAssault4 = 0


//////////////////////////////////

turretCount = 2
turretName1 = "turret_y"
turretName2 = "turret_x"

//Lifespan = 420

PilotConfig = "fspilocpu"

[CraftClass]

GotoTaskHasLeader = false // if true, gotos will be done in a leader/follower model

rangeScan = 300.0f
periodScan = 5.0f
velocJam =0.0f
engageRange = 2000

selectWaitMsg = "fvatank04.wav"
selectAttackMsg = "fvatank01.wav"
selectFollowMsg = "fvatank03.wav"
selectGoMsg = "fvatank02.wav"
selectOtherMsg = "fvatank04.wav"

goMsg = "fvatank06.wav"
attackMsg = "fvatank05.wav"
followMeMsg = "fvatank08.wav"
followMsg = "fvatank03.wav"
repairMsg = "fvatank09.wav"
reloadMsg = "fvatank09.wav"
rescueMsg = "fvatank10.wav"
recycleMsg = "fvatank11.wav"
otherMsg = "fvatank06.wav" 
holdMsg = "fvatank09.wav"
user1Msg = ""  
killedMsg = "fvatank07.wav"
diedMsg = "sbetty3.wav"

avoidSpeed = 8

DoIdleDispatch = 0

GotoTaskHasLeader = false // if true, gotos will be done in a leader/follower model

attackTask = "AssaultTankAttack"
subAttackTask = "SupportSubAttack"
subAttackClass = "ANS"

// subAttackClass uses 3 letters.
// 1st letter is either A or N.     A is include Air targets.         N is attack ground only.
// 2nd letter is either D or N.     D is to deploy before attacking.  N for regular attack.
// 3rd letter is either S or N.     S is to use Weapon Range.         N is use the Engage Range to attack. 

avoidSpeed = 5;
topSpeed = 15;

[TrackedVehicleClass]
accelThrust = 5.0

alphaSteer = 1.0
alphaTrack = 20.0

omegaSpin = 1.0
omegaTurn = 0.5

pitchPitch = 0.0
pitchThrust = 0.0

velocForward = 15.0
velocReverse = 5.0

//CENTER_SHIFT = -1.0		// -1.0 for bottom, 0.0 for center, +1.0 for top

TREAD_STATIC_FRICTION = 1.5

engineSound = "fatank02.wav"
treadSound = "fatank02.wav"


[AssaultTankClass]
yawRate = 2.0
yawAlpha = 5.0
pitchMin = -0.1
pitchMax = 0.5
recoilName1 = "cube2"
recoilName2 = "cube4"
