Files
SoaFE/DATA/XML/UNITS/LANDBOMBINGRUNUNITS.XML

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XML

<?xml version="1.0" encoding="utf-8"?>
<!--SoaFE: Classic bomber speed was 6.0; firerate 0.2sec-->
<Data>
<LandBombingUnit Name="TIE_Bomber_Bombing_Run">
<Text_ID>TEXT_UNIT_TIE_BOMBER</Text_ID>
<Land_Model_Name>EV_TIEBOMBER.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>i_button_tie_bomber.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>370</Score_Cost_Credits>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>TIE_Bomber_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<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>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_TIE_Bomber_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_TIE_Bomber</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_TIE_Bomber</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_TIE_Bomber</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_TIE_Bomber</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_TIE_Bomber_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_Tie_Bomber</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Bombing_Run_Tie_Bomber</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Assault_Gunboat_Bombing_Run">
<Text_ID>UEAW_UNIT_ASSAULT_GUNBOAT</Text_ID>
<Land_Model_Name>UEAW_Assault_Gunboat.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>UEAW_BUTTON_ASSAULT_GUNBOAT.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>100</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<HardPoints>
Assault_Gunboat_Bombing_Run_Missile_1,
Assault_Gunboat_Bombing_Run_Missile_2,
Assault_Gunboat_Bombing_Run_Missile_3
</HardPoints>
<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Targeting_Priority_Set>Aircraft_AntiStructure</Targeting_Priority_Set>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED, REVEAL</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Select>Unit_Select_TIE_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_TIE_Fighter</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_TIE_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_TIE_Fighter</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_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_TIE_Fighter</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_TIE_Fighter</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="TIE_Defender_Bombing_Run">
<Text_ID>TEXT_UNIT_TIE_DEFENDER</Text_ID>
<Land_Model_Name>EV_TIE_DEFENDER.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>i_button_EV_TIE_Defender.tga</Icon_Name>
<Affiliation>Empire</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>5.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>30</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>500</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>200</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>TIE_Bomber_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<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>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>200.0</Idle_Chase_Range>
<Guard_Chase_Range>500.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_TIE_Bomber_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Tie_Defender</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Tie_Defender</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Tie_Defender</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Tie_Defender</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_TIE_Bomber_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_Tie_Defender</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Bombing_Run_Tie_Defender</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<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>
<Affiliation>Rebel</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>45</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>3.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>700</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<!--Note: If switch back to the Y-Wing missile, the missile is incorrectly defined as a BOMB and will not work!-->
<Projectile_Types>Y_Wing_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<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>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<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>
<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>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<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_RV_BWing.tga</Icon_Name>
<Affiliation>Rebel</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>45</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>3.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>120.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>30</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>750</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>150</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Y_Wing_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>Yes</Fires_Forward>
<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>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.3</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>
<SFXEvent_Fire>Unit_Y_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_B_Wing</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_B_Wing</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_B_Wing</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_B_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_B_Wing</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_B_Wing</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Skipray_Bombing_Run">
<Text_ID>TEXT_UNIT_SKIPRAY</Text_ID>
<Land_Model_Name>UV_SKIPRAY.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>i_button_skipray.tga</Icon_Name>
<Affiliation>Underworld</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.5</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>450</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>100</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>200</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Skipray_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<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>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.0f</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>
<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Skipray</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Skipray</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Skipray</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Skipray</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_Skipray</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Skipray</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Z95_Bomber_Bombing_Run">
<Text_ID>Galyana_Text_Z95_Bomber</Text_ID>
<Land_Model_Name>HV_Z100.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>i_button_z100_Bomber.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>50</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>400</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>50</Shield_Points>
<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>150</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Z95_Bomber_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<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>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<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_A_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_X_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_X_Wing</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_X_Wing</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<!--Used to prevent Solo orbital Aqulamators from crashing the game during land bombing runs-->
<LandBombingUnit Name="Aqulamator_Bomber_Bombing_Run">
<Text_ID>Galyana_Unit_Aqulamator</Text_ID>
<Land_Model_Name>HV_KYNRAAQ.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>I_BUTTON_KYNRAAQ.tga</Icon_Name>
<Affiliation>Hutts</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>0.3</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>3.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>30</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>120.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>30</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>600</Score_Cost_Credits>
<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
<Shield_Points>200</Shield_Points>
<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>250</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Z95_Bomber_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>Yes</Fires_Forward>
<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>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>160.0</Idle_Chase_Range>
<Guard_Chase_Range>420.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED, SHIELDED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
<Spin_Away_On_Death_Chance>0.3</Spin_Away_On_Death_Chance>
<Spin_Away_On_Death_Time>1.5f</Spin_Away_On_Death_Time>
<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_X_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_Pirate_Fighter</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Pirate_Fighter</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
<LandBombingUnit Name="Prowler_A_Bombing_Run">
<Text_ID>Galyana_Text_Prowler_A</Text_ID>
<Land_Model_Name>Prowler_A.ALO</Land_Model_Name>
<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
<Icon_Name>I_BUTTON_PROWLER-A.tga</Icon_Name>
<Affiliation>Underworld, Pirates</Affiliation>
<Mass>0.985</Mass>
<Size_Value>15</Size_Value>
<Scale_Factor>1.25</Scale_Factor>
<Select_Box_Scale>43</Select_Box_Scale>
<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
<Type>Fly</Type>
<CategoryMask>Air</CategoryMask>
<MovementClass>BombingRun</MovementClass>
<Max_Speed>4.0</Max_Speed>
<Min_Speed>2.0</Min_Speed>
<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
<Bank_Turn_Angle>40</Bank_Turn_Angle>
<Max_Thrust>0.2</Max_Thrust>
<Max_Lift>2.0</Max_Lift>
<Space_Layer>Capital</Space_Layer>
<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>
<Damage>25</Damage>
<AI_Combat_Power>150</AI_Combat_Power>
<Score_Cost_Credits>450</Score_Cost_Credits>
<Armor_Type>Armor_Aircraft</Armor_Type>
<Tactical_Health>300</Tactical_Health>
<Energy_Capacity>500</Energy_Capacity>
<Energy_Refresh_Rate>10</Energy_Refresh_Rate>
<Projectile_Types>Skipray_Bombing_Run_Bomb</Projectile_Types>
<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>
<Fires_Forward>No</Fires_Forward>
<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>
<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
<Idle_Chase_Range>145.0</Idle_Chase_Range>
<Guard_Chase_Range>400.0</Guard_Chase_Range>
<Deploys>No</Deploys>
<Victory_Relevant>Yes</Victory_Relevant>
<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
<OccupationStyle>1x1</OccupationStyle>
<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>
<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->
<Behavior>POWERED</Behavior>
<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>
<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
<Death_Explosions>Small_Explosion_Space</Death_Explosions>
<Remove_Upon_Death>True</Remove_Upon_Death>
<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>1.5f</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_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
<SFXEvent_Ambient_Moving>Unit_Slave1_Fly_By</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_Pirate_Fighter</SFXEvent_Bomb_Run_Select_Target>
<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Pirate_Fighter</SFXEvent_Bomb_Run_Incoming>
<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
</LandBombingUnit>
</Data>