Improve AT again

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Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Improve AT again

Post by Jacksonez__ »

Have you guys ever watched those Syria urban tank battle videos? I haven't really seen infantry rolling as human shield or minesweeper there.
PolishKruk
Posts: 61
Joined: 2015-07-11 06:27

Re: Improve AT again

Post by PolishKruk »

viirusiiseli wrote:If only infantry was able to stop armor from being hit with AT... I encourage you to try using armor near friendlies in this game. You will quite soon realize infantry is a terrible help for you. What helps more is staying in the open grounds.
Infantry can quite easily, by spotting and eliminating the threat before they can take a shot. It's not my fault no one operates combined arms squads in this game. I think it is incredibly stupid that we have one tank squad that controls three tanks. Instead we should have three combined arms squads with one tank and four-six infantry.

I know I might blow a few minds here but there is this unique principal called "mutual support".

Mech Inf squads work this way so it makes zero sense to me that tanks don't follow a similar principle.

But I do agree with you. Tanks belong in the open, but when they must operate in urban environments they must do so with infantry support to survive.
Everybody fights, no one quits. If you don't do your job I'll kill you myself.
PolishKruk
Posts: 61
Joined: 2015-07-11 06:27

Re: Improve AT again

Post by PolishKruk »

Jacksonez__ wrote:Have you guys ever watched those Syria urban tank battle videos? I haven't really seen infantry rolling as human shield or minesweeper there.
Who said anything about communist style wave clearing tactics? I'm talking about combined arms and mutual support.
Everybody fights, no one quits. If you don't do your job I'll kill you myself.
Jacksonez__
Posts: 1090
Joined: 2013-07-28 13:19

Re: Improve AT again

Post by Jacksonez__ »

I know I might blow a few minds here but there is this unique principal called "mutual support".
Combined arms as in mechanized infantry? I see that every day on the servers I play on. Tank+infantry squad? How about asking the tank squad if your inf squad can take a tank. I doubt it highly, but yeah.

Make a tank squad and make mech-inf with tank squad, lol. Not the tank squad fault if they don't want to give their assets to infantry squads.

PR can never achieve the same slow pace that real life warfare has. It's a video game. You don't 3-6 hours rolling through a city with tank unless you can get 50 vs 50 role-play event where death->permanent death and no respawn. You just can't adapt every real life tactic to PR.

I get your point about tank supporting inf in city, but nah. This game is about having fun not enforcing highly wrought pin point accuracy tactics on public servers.
PolishKruk
Posts: 61
Joined: 2015-07-11 06:27

Re: Improve AT again

Post by PolishKruk »

Combined arms is traditionally armor and infantry. I guess nowadays it would be armor + mech inf. But that would be a lot of assets for one squad. But the point is, the tank prevents the infantry from getting overrun and the infantry prevent the tank from getting ambushed. This isn't hard to implement in game. It's already happening with mech inf squads. I'm just saying combine a tank with infantry to make comms that much quicker. Local chat is a nightmare around armor and its incredibly slow to relay something from one SL to another. If we had a tank supporting infantry in the same squad they could all identify and counter threats in real time without C&C issues.

I agree, it's just a game. I think it would be fun to try but the rules of the game make it unlikely if not impossible.
Everybody fights, no one quits. If you don't do your job I'll kill you myself.
Murphy
Posts: 2339
Joined: 2010-06-05 21:14

Re: Improve AT again

Post by Murphy »

Infantry gets stuck in their own fight and the HAT guy who was making his way across the map now has a stationary target who is essentially blind, relying upon an infantry SL, who is waiting to get revived, to tell them the HAT kit is on a rooftop around the corner.

In real war you can just take up a good position and call the support in to destroy the enemy compound/position, PR cannot simulate punching a whole right through walls.

I've done my fair share of Combined Arms, and it never works out as intended. First off the AT guys on the enemy team will evade your forces and WILL get that shot off where in real life they likely never had a chance to leave their mud shack. The only way to handle combined arms and maintain an armored presence without costing your team every armored asset is to have your infantry play the same objective as your Armour crews. A good AT player has the patience and skill to evade the enemy squad and make his shot count, you cannot counter this when you've got two guys in a tank looking through straws.

Oddly enough, just because you don't see the tank mixed in with your infantry boys doesn't mean they aren't supporting you. Tanks tend to be much more effective cutting off enemy reinforcements and handling dug in enemies, we don't want to fight an opponent who has us as top priority.

Tanks crews are more effective when you can employ distance as your first defense, unfortunately Infantry have to get close in to be effective. This is where the disconnect arises, because a solid Armour crew will do everything in their power to keep said asset alive, including forsaking an infantry push into a build up area/fob with active AT.

This is the reality of the gamey side of PR. Many groups have tried to incorporate real life tactics and strategy into PR, but most have failed horrible because the gamey aspects of this game will throw a wrench in spokes. It's best to emphasize on the gamey qualities of the overall meta-game, if you focus on forcing real tactics you will fail on a larger scale than if you had just gone with conventional PR knowledge.
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viirusiiseli
Posts: 1171
Joined: 2012-02-29 23:53

Re: Improve AT again

Post by viirusiiseli »

Murphy wrote:Tanks crews are more effective when you can employ distance as your first defense, unfortunately Infantry have to get close in to be effective. This is where the disconnect arises, because a solid Armour crew will do everything in their power to keep said asset alive, including forsaking an infantry push into a build up area/fob with active AT.

This is the reality of the gamey side of PR. Many groups have tried to incorporate real life tactics and strategy into PR, but most have failed horrible because the gamey aspects of this game will throw a wrench in spokes. It's best to emphasize on the gamey qualities of the overall meta-game, if you focus on forcing real tactics you will fail on a larger scale than if you had just gone with conventional PR knowledge.
Couldn't have said it better
PolishKruk
Posts: 61
Joined: 2015-07-11 06:27

Re: Improve AT again

Post by PolishKruk »

Murphy wrote:Infantry gets stuck in their own fight and the HAT guy who was making his way across the map now has a stationary target who is essentially blind, relying upon an infantry SL, who is waiting to get revived, to tell them the HAT kit is on a rooftop around the corner.
It took me a sec to understand this. But I get what you mean and that is how comms with a tank are currently handled. I'm suggesting playing a tank in a combined arms squad just like mech infantry. That way you don't need to rely on SL communication because that squad is now an independent unit. All of its members can communicate efficiently together and call out threats using squad chat.

PR does a good job of simulating comms across units and just like in real life with having to use RTO's the squad leader channel tanks a long time to send information. Also, the squad net is not limited in range like local chat is. So the squad's infantry element can move into a cqc environment while the armor stays on overwatch and still has effective communication that doesn't rely on one person.

Infantry cannot fight tanks. We need armor to fight hostile armor. When friendly armor goes willy nilly into the hills and gets picked off by a tow or a hat or whatever then your infantry and team are screwed.

I'm merely suggesting an alternative to the numerous less than stellar armor squads that have been popping up. Infantry can only do so much alone. Give them proper support and they can move mountains.
Everybody fights, no one quits. If you don't do your job I'll kill you myself.
Hurricane
Posts: 167
Joined: 2008-04-27 11:31

Re: Improve AT again

Post by Hurricane »

PolishKruk wrote:I'm suggesting playing a tank in a combined arms squad just like mech infantry. That way you don't need to rely on SL communication because that squad is now an independent unit. All of its members can communicate efficiently together and call out threats using squad chat.
The difference between those types of vehicles is the ability to actually transport troops and have them mount up or dismount when needed. With the exception of the Merkava, no tank has seats for infantry, therefore the infantry has no means to keep up with the tank unless they take a truck which doesn't offer any protection whatsoever, making it a great target; and is possibly not even available on certain maps or very limited in numbers so other infantry squads are stuck with no transport.
PolishKruk wrote: Infantry cannot fight tanks. We need armor to fight hostile armor. When friendly armor goes willy nilly into the hills and gets picked off by a tow or a hat or whatever then your infantry and team are screwed.

I'm merely suggesting an alternative to the numerous less than stellar armor squads that have been popping up. Infantry can only do so much alone. Give them proper support and they can move mountains.
Infantry can fight tanks. The HAT kit and ATGM emplacements (TOW) are serious threats to all armor. As is lazing them for CAS or simply marking them on the map without having your own tank right on your position to be immediately spotted by the enemy, giving it an opportunity to flank the enemy tank and engage them from the side/back.

A tank is going to be picked off by ATGMs much more likely if it doesn't use distance to its advantage. I get what you're suggesting and it would actually be neat if it worked that way, but as of now having tanks and inf in one squad is a constructed scenario; the benefits of improved communications doesn't even begin to make up for the tactical disadvantages of tanks not being able to pick their own positions and using their great long range combat capabilities.

A good team that actually communicates between squads and marks enemy forces on the map does everything you want but doesn't restrict freedom of movement for armor. Speaking of this, imo one of the best ways to use tanks is in a semi-defensive manner by moving it to an area of interest, into a position that offers some cover and lock down the area completely for enemy forces, severely restricting their freedom of movement.
PolishKruk
Posts: 61
Joined: 2015-07-11 06:27

Re: Improve AT again

Post by PolishKruk »

PolishKruk wrote: PR does a good job of simulating comms across units and just like in real life with having to use RTO's the squad leader channel tanks a long time to send information. Also, the squad net is not limited in range like local chat is. So the squad's infantry element can move into a cqc environment while the armor stays on overwatch and still has effective communication that doesn't rely on one person.
Hurricane wrote:The difference between those types of vehicles is the ability to actually transport troops and have them mount up or dismount when needed. With the exception of the Merkava, no tank has seats for infantry, therefore the infantry has no means to keep up with the tank unless they take a truck which doesn't offer any protection whatsoever, making it a great target; and is possibly not even available on certain maps or very limited in numbers so other infantry squads are stuck with no transport.



Infantry can fight tanks. The HAT kit and ATGM emplacements (TOW) are serious threats to all armor. As is lazing them for CAS or simply marking them on the map without having your own tank right on your position to be immediately spotted by the enemy, giving it an opportunity to flank the enemy tank and engage them from the side/back.

A tank is going to be picked off by ATGMs much more likely if it doesn't use distance to its advantage. I get what you're suggesting and it would actually be neat if it worked that way, but as of now having tanks and inf in one squad is a constructed scenario; the benefits of improved communications doesn't even begin to make up for the tactical disadvantages of tanks not being able to pick their own positions and using their great long range combat capabilities.

A good team that actually communicates between squads and marks enemy forces on the map does everything you want but doesn't restrict freedom of movement for armor. Speaking of this, imo one of the best ways to use tanks is in a semi-defensive manner by moving it to an area of interest, into a position that offers some cover and lock down the area completely for enemy forces, severely restricting their freedom of movement.
You didn't quote my comment that actually discusses the issues you mentioned so here it is:
PolishKruk wrote: PR does a good job of simulating comms across units and just like in real life with having to use RTO's the squad leader channel tanks a long time to send information. Also, the squad net is not limited in range like local chat is. So the squad's infantry element can move into a cqc environment while the armor stays on overwatch and still has effective communication that doesn't rely on one person.
I do agree with you. But what's wrong with taking a truck? Also, communication in game now sucks. Squads don't work together, they just might be next to each other but then still can't rely on each other. Games rarely have commanders directing heavy assets to the areas where they are needed most. So now most Tank/APC squads operate independently without infantry to recon and pass intelligence.

Infantry are the eyes and the ears of an army. If a tank gets taken out by a tow emplacement it's because it outpaced its infantry and went into unknown territory effectively blind.

Anyway, I mainly started this by talking about armor in urban environments where it absolutely needs infantry to survive. Outside of that you guys are also correct.

Here's a good quote about tanks and infantry: "Infantry were made to walk. If we had to go somewhere that was too far to walk then we rode on the back of tanks." - Colonel David Hackworth - About Face

Besides, you can't tell me that there isn't an infantry squad leader in PR that wouldn't love to have an Abrams in his pocket.
Everybody fights, no one quits. If you don't do your job I'll kill you myself.
Frontliner
PR:BF2 Contributor
Posts: 1884
Joined: 2012-10-29 09:33

Re: Improve AT again

Post by Frontliner »

I don't know Murphy, I've been Mech-Infing a number of times and the results are - more often than not - satisfactory. Although it is my recommendation to always use an ATGM IFV(discouting Inf-layouts and similar*), you have to accept that sometimes you lose your APC, or your Infantry, or both - even if you prepare for everything, you're still not invincible. Once you're past that, you can do an evaluation in terms of "Was it a favourable trade-off in terms of tickets? Did we get enough Map Control with our Mech Inf Squad? Did we manage to bind enough important resources(enemy HAT/Tanks/APCs/ATGM Vehs./CAS) on us, leaving the enemy vulnerable elsewhere?". And only if you can answer all of these with a "no" it means it wasn't worth it during that round. But I can tell there's maps that allows for good Mech Inf to happen, and others don't(it also depends on the APC/IFV you field).


*I can recall a round on Silent Eagle Inf as Russians, using the .30 cal MTLB as fire support vehicle. It worked surprisingly well, the Pzf 3 has a hard time dealing with those due to the low profile, and the squads couldn't muster enough firepower on us to force us to retreat.
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X-Alt
Posts: 1073
Joined: 2013-07-02 22:35

Re: Improve AT again

Post by X-Alt »

Raw data of T-62 .tweak file. Crit damage is normal, nothing out of the ordinary..
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ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.1/3/0/2/0.01/0.755/0.1/0.995/1.145/0.1/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/3/0.003/0.01/0/0.168/0.624/0/0.759/1/0/
ObjectTemplate.minDistance 4
ObjectTemplate.halfVolumeDistance 5.5

ObjectTemplate.activeSafe RotationalBundle mil_tnk_t62_Barrel_Base
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Base_RotationRpm
ObjectTemplate.addTemplate Coaxial_mg_T62
ObjectTemplate.setPosition 0.36674/-0.0566138/0.0132941
ObjectTemplate.addTemplate mil_tnk_t62_Gunner_Camera
ObjectTemplate.setPosition -0.553763/0.378749/-0.230853
rem -------------------------------------
ObjectTemplate.setMinRotation 0/-16/0
ObjectTemplate.setMaxRotation 0/6/0
ObjectTemplate.setMaxSpeed 0/20/0
ObjectTemplate.setAcceleration 0/200/0
ObjectTemplate.setInputToPitch PIMouseLookY
ObjectTemplate.automaticPitchStabilization 1
ObjectTemplate.regulatePitch -0.08/0.55

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Base_RotationRpm
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/genericturretmovement.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.25
ObjectTemplate.pitch 2
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.1/3/0/2/0.005/0.475/0.1/0.997/0.512/0.1/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/3/0.023/0.01/0/0.109/0.444/0/0.259/0.751/0/
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 3.8

ObjectTemplate.activeSafe GenericFireArm mil_tnk_t62_Barrel
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.castsDynamicShadow 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.hudName "115MM APFSDS"
ObjectTemplate.weaponHud.guiIndex 37100
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.hasRangeFinder 1
ObjectTemplate.weaponHud.addShowOnCamMode 2
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 300
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.fireInCameraDof 1
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 12
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2
ObjectTemplate.ammo.minimumTimeUntilReload 13
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
include ../../../weapons/common/recoil.con "shell" "115mm" "ap"
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
include ../../../weapons/common/deviation.con "shell" "115mm" "ap"
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.addZoomFactor 0
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate tank_AP_ai
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Fire1P
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Fire1P_Outdoor
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Fire3P
ObjectTemplate.setPosition 0/0/4.53664
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_BoltClick
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_TriggerClick
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_SwitchFireRate
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Reload1P
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Reload3P
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Deploy1P
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Deploy3P
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_Zoom
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.setPosition 0/0/4.43664
ObjectTemplate.addTemplate geb_tank
ObjectTemplate.setPosition 0/0/4.43664
rem -------------------------------------
ObjectTemplate.projectileTemplate mil_tnk_t62_Barrel_GunProjectile
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 1615
ObjectTemplate.itemIndex 1
ObjectTemplate.delayToUse 15

ObjectTemplate.create GenericProjectile mil_tnk_t62_Barrel_GunProjectile
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3720
ObjectTemplate.detonation.explosionRadius 6
ObjectTemplate.detonation.explosionForce 6
ObjectTemplate.detonation.explosionDamage 100
ObjectTemplate.detonation.endEffectTemplate e_exp_medium2_distant_sound
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 0
ObjectTemplate.detonation.useCollisionNormal 0
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
rem ---EndComp ---
ObjectTemplate.gravityModifier 0.01
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 3720
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Barrel_GunProjectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/6/0/0
ObjectTemplate.material 3720
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerScaler 8
ObjectTemplate.maxTracerScaler 12
ObjectTemplate.minTracerScaler 1
ObjectTemplate.tracerSizeModifier 1.8
ObjectTemplate.tracerTemplate p_tracer_tank
ObjectTemplate.tracerConvergeDistance -1
ObjectTemplate.minDamage 1
ObjectTemplate.damage 1200

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Fire1P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/us_tnk_m1a2_fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.901/1/

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Fire1P_Outdoor
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Fire3P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/ru_tnk_t90/sounds/cannon/t90_3p_fire.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.position 0/0/4.53664
ObjectTemplate.minDistance 20
ObjectTemplate.halfVolumeDistance 60

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_BoltClick
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_TriggerClick
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/vehicle_weapon_trigger_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.29
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0.3

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_SwitchFireRate
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Reload1P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/mil_tnk_t62/sounds/mil_tnk_t62_ap_reload.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Reload3P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Deploy1P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Deploy3P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_Zoom
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Barrel_GunProjectile_Looping
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/stationary/usart_lw155/sounds/tank_projectile_01.wav,objects/weapons/stationary/usart_lw155/sounds/tank_projectile_02.wav,objects/weapons/stationary/usart_lw155/sounds/tank_projectile_04.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.1/
ObjectTemplate.minDistance 10
ObjectTemplate.halfVolumeDistance 30

ObjectTemplate.activeSafe GenericFireArm mil_tnk_t62_heatBarrel
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.castsDynamicShadow 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.hudName "90MM HEAT"
ObjectTemplate.weaponHud.guiIndex 37101
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.hasRangeFinder 1
ObjectTemplate.weaponHud.addShowOnCamMode 2
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 300
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.fireInCameraDof 1
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 6
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2
ObjectTemplate.ammo.minimumTimeUntilReload 13
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
include ../../../weapons/common/recoil.con "shell" "90mm" "he"
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
include ../../../weapons/common/deviation.con "shell" "90mm" "he"
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.addZoomFactor 0
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.aiTemplate tank_HE_ai
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_Fire1P
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_Fire1P_Outdoor
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_Fire3P
ObjectTemplate.setPosition 0/0/4.53664
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_BoltClick
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_TriggerClick
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_SwitchFireRate
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_Reload1P
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_Reload3P
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_Deploy1P
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_Deploy3P
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_Zoom
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.setPosition 0/0/4.43664
ObjectTemplate.addTemplate geb_tank
ObjectTemplate.setPosition 0/0/4.43664
rem -------------------------------------
ObjectTemplate.projectileTemplate mil_tnk_t62_heatBarrel_heatGunProjectile
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 800
ObjectTemplate.itemIndex 2
ObjectTemplate.delayToUse 15

ObjectTemplate.create GenericProjectile mil_tnk_t62_heatBarrel_heatGunProjectile
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 3721
ObjectTemplate.detonation.explosionRadius 16
ObjectTemplate.detonation.explosionForce 20
ObjectTemplate.detonation.explosionDamage 200
ObjectTemplate.detonation.endEffectTemplate e_exp_medium2_distant_sound
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 0
ObjectTemplate.detonation.useCollisionNormal 0
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
rem ---EndComp ---
ObjectTemplate.gravityModifier 0.01
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 3721
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_heatBarrel_heatGunProjectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/6/0/0
ObjectTemplate.material 3721
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerScaler 8
ObjectTemplate.maxTracerScaler 12
ObjectTemplate.minTracerScaler 1
ObjectTemplate.tracerSizeModifier 1.8
ObjectTemplate.tracerTemplate p_tracer_tank
ObjectTemplate.tracerConvergeDistance -1
ObjectTemplate.minDamage 1
ObjectTemplate.damage 800

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_Fire1P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/us_tnk_m1a2_fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.901/1/

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_Fire1P_Outdoor
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_Fire3P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/ru_tnk_t90/sounds/cannon/t90_3p_fire.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.position 0/0/4.53664
ObjectTemplate.minDistance 20
ObjectTemplate.halfVolumeDistance 60

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_BoltClick
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_TriggerClick
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/vehicle_weapon_trigger_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.29
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0.3

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_SwitchFireRate
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_Reload1P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/mil_tnk_t62/sounds/mil_tnk_t62_heat_reload.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_Reload3P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_Deploy1P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_Deploy3P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_Zoom
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_heatBarrel_heatGunProjectile_Looping
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/stationary/usart_lw155/sounds/tank_projectile_01.wav,objects/weapons/stationary/usart_lw155/sounds/tank_projectile_02.wav,objects/weapons/stationary/usart_lw155/sounds/tank_projectile_04.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.1/
ObjectTemplate.minDistance 10
ObjectTemplate.halfVolumeDistance 30

ObjectTemplate.activeSafe GenericFireArm mil_tnk_t62_fragBarrel
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.castsDynamicShadow 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.hudName "115MM HE-FRAG"
ObjectTemplate.weaponHud.guiIndex 37102
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.hasRangeFinder 1
ObjectTemplate.weaponHud.addShowOnCamMode 2
rem ---EndComp ---
rem ---BeginComp:SingleFireComp ---
ObjectTemplate.createComponent SingleFireComp
ObjectTemplate.fire.roundsPerMinute 300
ObjectTemplate.fire.addFireRate 0
ObjectTemplate.fire.fireInCameraDof 1
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 22
ObjectTemplate.ammo.magSize 1
ObjectTemplate.ammo.reloadTime 2
ObjectTemplate.ammo.minimumTimeUntilReload 13
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
include ../../../weapons/common/recoil.con "shell" "90mm" "he"
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
include ../../../weapons/common/deviation.con "shell" "90mm" "he"
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.addZoomFactor 0
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem ObjectTemplate.aiTemplate tank_HE_ai
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_Fire1P
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_Fire1P_Outdoor
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_Fire3P
ObjectTemplate.setPosition 0/0/4.53664
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_BoltClick
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_TriggerClick
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_SwitchFireRate
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_Reload1P
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_Reload3P
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_Deploy1P
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_Deploy3P
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_Zoom
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.setPosition 0/0/4.43664
ObjectTemplate.addTemplate geb_tank
ObjectTemplate.setPosition 0/0/4.43664
rem -------------------------------------
ObjectTemplate.projectileTemplate mil_tnk_t62_fragBarrel_fragGunProjectile
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 800
ObjectTemplate.itemIndex 3
ObjectTemplate.delayToUse 15

ObjectTemplate.create GenericProjectile mil_tnk_t62_fragBarrel_fragGunProjectile
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.createNotInGrid 1
ObjectTemplate.createdInEditor 1
rem ---BeginComp :D efaultCollisionComp ---
ObjectTemplate.createComponent DefaultCollisionComp
rem ---EndComp ---
rem ---BeginComp :D efaultDetonationComp ---
ObjectTemplate.createComponent DefaultDetonationComp
ObjectTemplate.detonation.explosionMaterial 191
ObjectTemplate.detonation.explosionRadius 36
ObjectTemplate.detonation.explosionForce 20
ObjectTemplate.detonation.explosionDamage 200
ObjectTemplate.detonation.endEffectTemplate e_exp_medium2_distant_sound
ObjectTemplate.detonation.useMMOnEndEffect 1
ObjectTemplate.detonation.detectionRadius 0
ObjectTemplate.detonation.useCollisionNormal 0
ObjectTemplate.detonation.maxDepthForExplosion 2
rem ---EndComp ---
rem ---BeginComp :D efaultProjSoundComp ---
ObjectTemplate.createComponent DefaultProjSoundComp
rem ---EndComp ---
rem ---BeginComp :D efaultPenetrateComp ---
ObjectTemplate.createComponent DefaultPenetrateComp
rem ---EndComp ---
ObjectTemplate.gravityModifier 0.01
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Point
ObjectTemplate.collisionGroups 8
ObjectTemplate.material 191
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_fragBarrel_heatGunProjectile_Looping
rem -------------------------------------
ObjectTemplate.timeToLive CRD_NONE/6/0/0
ObjectTemplate.material 191
ObjectTemplate.hasOnTimeEffect 1
ObjectTemplate.tracerScaler 8
ObjectTemplate.maxTracerScaler 12
ObjectTemplate.minTracerScaler 1
ObjectTemplate.tracerSizeModifier 1.8
ObjectTemplate.tracerTemplate p_tracer_tank
ObjectTemplate.tracerConvergeDistance -1
ObjectTemplate.minDamage 1
ObjectTemplate.damage 500

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_Fire1P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/us_tnk_m1a2_fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.901/1/

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_Fire1P_Outdoor
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_Fire3P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/ru_tnk_t90/sounds/cannon/t90_3p_fire.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.03/
ObjectTemplate.volumeEnvelope 0/1/0/1/1/1/0/0.9/1/
ObjectTemplate.position 0/0/4.53664
ObjectTemplate.minDistance 20
ObjectTemplate.halfVolumeDistance 60

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_BoltClick
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_TriggerClick
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/vehicle_weapon_trigger_click.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.29
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0.3

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_SwitchFireRate
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_Reload1P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/mil_tnk_t62/sounds/mil_tnk_t62_heat_reload.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_Reload3P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_Deploy1P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_Deploy3P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_Zoom
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_fragBarrel_fragGunProjectile_Looping
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/stationary/usart_lw155/sounds/tank_projectile_01.wav,objects/weapons/stationary/usart_lw155/sounds/tank_projectile_02.wav,objects/weapons/stationary/usart_lw155/sounds/tank_projectile_04.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 0
ObjectTemplate.pitchEnvelope 0/1/0.9/1.1/1/1/0/0.97/1.1/
ObjectTemplate.minDistance 10
ObjectTemplate.halfVolumeDistance 30

ObjectTemplate.create Camera mil_tnk_t62_Gunner_Camera
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Gunner_Camera_RotationRpm
rem -------------------------------------
ObjectTemplate.CVMChase 0
ObjectTemplate.CVMFrontChase 0
ObjectTemplate.CVMFlyBy 0
ObjectTemplate.cameraShakeStartSpeed 99999
ObjectTemplate.cameraShakeMaxSpeed 99999
ObjectTemplate.worldFOV 1.1
ObjectTemplate.insideFOV 1.1
ObjectTemplate.allowInsideDynamicLights 1
ObjectTemplate.allowInsideStaticSun 1
ObjectTemplate.insideStaticSunDirection -0.25/-0.5/2
ObjectTemplate.insideStaticSunColor 0/0/0
ObjectTemplate.insideStaticSunDamageColor 1/0/0
ObjectTemplate.insideDamageFrequency 7
ObjectTemplate.insideDamageThreshold 0.15
ObjectTemplate.insideStaticSunAmbientColor 0/0/0

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Gunner_Camera_RotationRpm
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe GenericFireArm mil_tnk_t62_SmokeLauncher
ObjectTemplate.modifiedByUser "Anders"
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.hudName "SMOKE"
ObjectTemplate.weaponHud.guiIndex 37103
ObjectTemplate.weaponHud.hasFireRate 0
ObjectTemplate.weaponHud.hasRangeFinder 1
ObjectTemplate.weaponHud.addShowOnCamMode 2
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 1800
ObjectTemplate.fire.addFireRate 1
ObjectTemplate.fire.burstSize 8
ObjectTemplate.fire.addBarrelName mil_tnk_t62_SmokeLauncher_Barrel
rem ---EndComp ---
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 2
ObjectTemplate.ammo.magSize 8
ObjectTemplate.ammo.minimumTimeUntilReload 58
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
ObjectTemplate.createComponent SimpleDeviationComp
rem ---EndComp ---
rem ---BeginComp :D efaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
ObjectTemplate.sound.maxSoundsPerBurst 1
rem ---EndComp ---
rem ---BeginComp :D efaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp :D efaultZoomComp ---
ObjectTemplate.createComponent DefaultZoomComp
ObjectTemplate.zoom.addZoomFactor 0
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_Fire1P
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_Fire1P_Outdoor
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_Fire3P
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_BoltClick
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_TriggerClick
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_SwitchFireRate
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_Reload1P
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_Reload3P
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_Deploy1P
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_Deploy3P
ObjectTemplate.addTemplate S_mil_tnk_t62_SmokeLauncher_Zoom
ObjectTemplate.addTemplate mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.setPosition 1.475/1.675/0.75
ObjectTemplate.setRotation 90/-30/0
ObjectTemplate.addTemplate mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.setPosition -1.475/1.675/0.75
ObjectTemplate.setRotation 60/-30/0
ObjectTemplate.addTemplate mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.setPosition 1.475/1.675/0.75
ObjectTemplate.setRotation 30/-30/0
ObjectTemplate.addTemplate mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.setPosition -1.475/1.675/0.75
ObjectTemplate.setRotation 15/-30/0
ObjectTemplate.addTemplate mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.setPosition 1.475/1.675/0.75
ObjectTemplate.setRotation -15/-30/0
ObjectTemplate.addTemplate mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.setPosition -1.475/1.675/0.75
ObjectTemplate.setRotation -30/-30/0
ObjectTemplate.addTemplate mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.setPosition 1.475/1.675/0.75
ObjectTemplate.setRotation -60/-30/0
ObjectTemplate.addTemplate mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.setPosition -1.475/1.675/0.75
ObjectTemplate.setRotation -90/-30/0
rem -------------------------------------
ObjectTemplate.projectileTemplate M82
ObjectTemplate.keepProjectiles 3
ObjectTemplate.velocity 19
ObjectTemplate.itemIndex 4

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_Fire1P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/smokelauncher_fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 0.9
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_Fire1P_Outdoor
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/smokelauncher_fire_1p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 0.9
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_Fire3P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/us_tnk_m1a2/sounds/smokelauncher_fire_3p.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 0.9
ObjectTemplate.reverbLevel 1
ObjectTemplate.minDistance 3
ObjectTemplate.halfVolumeDistance 10

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_BoltClick
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_TriggerClick
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/armament/decoy_flare_launcher/sounds/out_of_flares.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_SwitchFireRate
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_Reload1P
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/weapons/armament/decoy_flare_launcher/sounds/flare_reload.wav"
ObjectTemplate.loopCount 1
ObjectTemplate.is3dSound 0
ObjectTemplate.stopType 1
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.pan 0.5
ObjectTemplate.reverbLevel 0

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_Reload3P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_Deploy1P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_Deploy3P
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_SmokeLauncher_Zoom
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.create Bundle mil_tnk_t62_SmokeLauncher_Barrel
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.physicsType Mesh

ObjectTemplate.activeSafe SimpleObject mil_tnk_t62_Turret_Collision
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh

ObjectTemplate.create PlayerControlObject mil_tnk_t62_CupolaGunner
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.createdInEditor 1
rem ---BeginComp:VehicleHud ---
ObjectTemplate.createComponent VehicleHud
ObjectTemplate.vehicleHud.hudName "T-62"
ObjectTemplate.vehicleHud.typeIcon Ingame\Vehicles\Icons\Hud\MenuIcons\menuIcon_tank2.tga
ObjectTemplate.vehicleHud.miniMapIcon Ingame\Vehicles\Icons\Minimap\mini_tank_medium.tga
ObjectTemplate.vehicleHud.miniMapIconLeaderSize Medium
ObjectTemplate.vehicleHud.vehicleIconPos 24/18
ObjectTemplate.vehicleHud.useSelectionIcons 0
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.aiTemplate mg_gunner_tank_3515_ai
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_CupolaGunner_Ambient
ObjectTemplate.addTemplate S_mil_tnk_t62_CupolaGunner_AmbientDamaged
ObjectTemplate.addTemplate mil_tnk_t62_mgcupola
rem -------------------------------------
ObjectTemplate.setSoldierExitLocation 0/2.6/-1.5 0/0/0
ObjectTemplate.altSoldierExitPosition 0/0.1/-4.5
ObjectTemplate.exitSpeedMod 0.5
ObjectTemplate.dontClearTeamOnExit 1
ObjectTemplate.seatInformation mil_tnk_t62_mgcupola 0/-0.175/-0.05 0/0/0
ObjectTemplate.seatAnimationSystem Objects/Vehicles/Common/Animations/3p_gunturret_A_animSys.inc
ObjectTemplate.soundFilter vehicle
ObjectTemplate.allowDucking 1
ObjectTemplate.listenerObstruction 0.6
ObjectTemplate.hasRestrictedExit 1
ObjectTemplate.altSoldierExitPosition 0/0.1/-4.5
ObjectTemplate.isOpenVehicle 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_CupolaGunner_Ambient
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_CupolaGunner_AmbientDamaged
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Engine mil_tnk_t62_Zmotor
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.setNetworkableInfo BasicInfo
ObjectTemplate.drag 2
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Zmotor_RotationRpm
ObjectTemplate.setPosition 0/0/3.1
ObjectTemplate.addTemplate S_mil_tnk_t62_Zmotor_Idle
ObjectTemplate.setPosition 0/0.28/0.8
ObjectTemplate.addTemplate S_mil_tnk_t62_Zmotor_Rpm1
ObjectTemplate.setPosition 0/0.28/0.8
ObjectTemplate.addTemplate S_mil_tnk_t62_Zmotor_Rpm2
ObjectTemplate.setPosition 0/0.28/0.8
ObjectTemplate.addTemplate S_mil_tnk_t62_Zmotor_Load
ObjectTemplate.addTemplate e_exhaust
ObjectTemplate.setPosition -2/0.54/1.16
ObjectTemplate.setRotation 90/-11/0
ObjectTemplate.addTemplate e_exhaust_startup
ObjectTemplate.setPosition -2/0.54/1.16
ObjectTemplate.setRotation 90/-14/0
rem -------------------------------------
ObjectTemplate.setMinRotation -100/0/-285
ObjectTemplate.setMaxRotation 100/0/1000
ObjectTemplate.setMaxSpeed 4/0/10
ObjectTemplate.setAcceleration 200/0/200
ObjectTemplate.setInputToYaw PIYaw
ObjectTemplate.setInputToRoll PIThrottle
ObjectTemplate.setAutomaticReset 1
ObjectTemplate.snapToZeroOnNoInput 1
ObjectTemplate.setLesserYawAtSpeed 1
ObjectTemplate.restoreRotationOnExit 1
ObjectTemplate.setEngineType c_ETTank
ObjectTemplate.setTorque 200
ObjectTemplate.setDifferential 4.05
ObjectTemplate.setNumberOfGears 5
ObjectTemplate.setGearUp 0.7
ObjectTemplate.setGearDown 0.3
ObjectTemplate.setGearRatios 3.5 2.2 1.5 1.1 0.94
ObjectTemplate.trackTurnAcceleration 30
ObjectTemplate.trackTurnSpeed 0.85

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Zmotor_RotationRpm
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/mec_ifv_bmp3/sounds/bmp3_tracks.ogg"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0.9
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.1/3/0/3/0.003/0.637/0.1/0.673/1.079/0.1/0.995/1.079/0.1/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.036/0/0/0.32/1/0/
ObjectTemplate.position 0/0/3.1
ObjectTemplate.minDistance 5
ObjectTemplate.halfVolumeDistance 25

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Zmotor_Idle
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/mil_tnk_t62/sounds/tank_start_idle_stop3.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 2
ObjectTemplate.volume 0.8
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0/3/0/3/0.003861/0.868726/0/0.0965251/1.37838/0/0.992278/1.66795/0/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/4/0.003861/0.579151/0/0.127413/1/0/0.513514/0.853282/0/0.996139/0.19305/0/
ObjectTemplate.position 0/0.28/0.8
ObjectTemplate.minDistance 5
ObjectTemplate.halfVolumeDistance 35

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Zmotor_Rpm1
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/mil_tnk_t62/sounds/tank_loaded2.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 2
ObjectTemplate.volume 0.7
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0/3/0/3/0.003861/0.706564/0/0.11583/1.25097/0/0.992278/1.64479/0/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/3/0.003861/0.513514/0/0.135135/1/0/0.247104/1/0/
ObjectTemplate.position 0/0.28/0.8
ObjectTemplate.minDistance 4
ObjectTemplate.halfVolumeDistance 20

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Zmotor_Rpm2
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.lowSamples 2147483647
ObjectTemplate.mediumSamples 2147483647
ObjectTemplate.soundFilename "objects/vehicles/land/mil_tnk_t62/sounds/t62_loaded.ogg"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 2
ObjectTemplate.volume 1
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0/3/0/2/0.003861/0.509652/0/0.996139/1.37838/0/
ObjectTemplate.volumeEnvelope 0/1/0/1/0/3/0.003861/0.0810811/0/0.119691/1/0/0.996139/1/0/
ObjectTemplate.position 0/0.28/0.8
ObjectTemplate.minDistance 4
ObjectTemplate.halfVolumeDistance 45

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Zmotor_Load
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe RotationalBundle mil_tnk_t62_LDriveWheel
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
ObjectTemplate.rotateAsAnimatedUV 1
ObjectTemplate.rotateAsAnimatedUVReverse 0
ObjectTemplate.rotateAsAnimatedUVObject mil_tnk_t62_Lwheel_02
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_LDriveWheel_RotationRpm
rem -------------------------------------

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_LDriveWheel_RotationRpm
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe RotationalBundle mil_tnk_t62_Lwheel_01
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
ObjectTemplate.rotateAsAnimatedUV 1
ObjectTemplate.rotateAsAnimatedUVReverse 0
ObjectTemplate.rotateAsAnimatedUVObject mil_tnk_t62_Lwheel_02
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Lwheel_01_RotationRpm
rem -------------------------------------

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Lwheel_01_RotationRpm
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Lwheel_02
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.setNetworkableInfo SpringInfo
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
ObjectTemplate.animatedUVTranslation 1
ObjectTemplate.animatedUVTranslationSpeed 0/0
ObjectTemplate.animatedUVTranslationMax 0.05/0
ObjectTemplate.animatedUVTranslationSize 14/0
ObjectTemplate.animatedUVTranslationReverse 1
ObjectTemplate.animatedUVTranslationIndex 6
ObjectTemplate.animatedUVRotation 1
ObjectTemplate.animatedUVRotationRadius 0.3
ObjectTemplate.animatedUVRotationScale 1/1
ObjectTemplate.animatedUVRotationIndex 1
ObjectTemplate.animatedUVRotationReverse 1
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Lwheel_02_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition -0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Lwheel_02_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Lwheel_03
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 8
ObjectTemplate.animatedUVTranslation 1
ObjectTemplate.animatedUVTranslationSpeed 0/0
ObjectTemplate.animatedUVTranslationMax 0/0.195313
ObjectTemplate.animatedUVTranslationSize 0/8
ObjectTemplate.animatedUVTranslationReverse 0
ObjectTemplate.animatedUVTranslationIndex 6
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Lwheel_03_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition -0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Lwheel_03_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Lwheel_04
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Lwheel_04_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition -0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Lwheel_04_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Lwheel_05
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 8
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Lwheel_05_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition -0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Lwheel_05_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Lwheel_06
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.setNetworkableInfo SpringInfo
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Lwheel_06_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition -0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Lwheel_06_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe RotationalBundle mil_tnk_t62_RDriveWheel
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
ObjectTemplate.rotateAsAnimatedUV 1
ObjectTemplate.rotateAsAnimatedUVReverse 0
ObjectTemplate.rotateAsAnimatedUVObject mil_tnk_t62_Rwheel_02
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_RDriveWheel_RotationRpm
rem -------------------------------------

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_RDriveWheel_RotationRpm
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe RotationalBundle mil_tnk_t62_Rwheel_01
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
ObjectTemplate.rotateAsAnimatedUV 1
ObjectTemplate.rotateAsAnimatedUVReverse 0
ObjectTemplate.rotateAsAnimatedUVObject mil_tnk_t62_Rwheel_02
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Rwheel_01_RotationRpm
rem -------------------------------------

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Rwheel_01_RotationRpm
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Rwheel_02
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.setNetworkableInfo SpringInfo
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
ObjectTemplate.animatedUVTranslation 1
ObjectTemplate.animatedUVTranslationSpeed 0/0
ObjectTemplate.animatedUVTranslationMax 0.05/0
ObjectTemplate.animatedUVTranslationSize 14/0
ObjectTemplate.animatedUVTranslationReverse 0
ObjectTemplate.animatedUVTranslationIndex 5
ObjectTemplate.animatedUVRotation 1
ObjectTemplate.animatedUVRotationRadius 0.3
ObjectTemplate.animatedUVRotationScale 1/1
ObjectTemplate.animatedUVRotationIndex 3
ObjectTemplate.animatedUVRotationReverse 1
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Rwheel_02_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition 0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Rwheel_02_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Rwheel_03
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 8
ObjectTemplate.animatedUVTranslation 1
ObjectTemplate.animatedUVTranslationSpeed 0/0
ObjectTemplate.animatedUVTranslationMax 0/0.195313
ObjectTemplate.animatedUVTranslationSize 0/8
ObjectTemplate.animatedUVTranslationReverse 0
ObjectTemplate.animatedUVTranslationIndex 5
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Rwheel_03_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition 0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Rwheel_03_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Rwheel_04
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Rwheel_04_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition 0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Rwheel_04_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Rwheel_05
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 8
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Rwheel_05_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition 0.2/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Rwheel_05_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.activeSafe Spring mil_tnk_t62_Rwheel_06
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.setNetworkableInfo SpringInfo
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
ObjectTemplate.grip 128
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Rwheel_06_Rotation
ObjectTemplate.addTemplate web_tracked
ObjectTemplate.setPosition 0.2/0/0
ObjectTemplate.addTemplate web_trackedSmoke
ObjectTemplate.setPosition -1.55/0/0
rem -------------------------------------
ObjectTemplate.setStrength 14
ObjectTemplate.setDamping 4
ObjectTemplate.rotateUV 1

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Rwheel_06_Rotation
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.create EntryPoint mil_tnk_t62_Entry
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.setEntryRadius 2

ObjectTemplate.create Camera mil_tnk_t62_Drivercamera
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_Drivercamera_RotationRpm
rem -------------------------------------
ObjectTemplate.setMinRotation -75/-20/0
ObjectTemplate.setMaxRotation 75/10/0
ObjectTemplate.setMaxSpeed 100/100/0
ObjectTemplate.setAcceleration 1000/1000/0
ObjectTemplate.setInputToYaw PIMouseLookX
ObjectTemplate.setInputToPitch PIMouseLookY
ObjectTemplate.regulatePitch 0.1/-0.1
ObjectTemplate.restoreRotationOnExit 1
ObjectTemplate.CameraId 1
ObjectTemplate.CVMChase 0
ObjectTemplate.CVMFrontChase 0
ObjectTemplate.CVMFlyBy 0
ObjectTemplate.cameraShakeStartSpeed 99999
ObjectTemplate.cameraShakeMaxSpeed 99999
ObjectTemplate.worldFOV 1.1
ObjectTemplate.insideFOV 1.1
ObjectTemplate.worldFOV 1.1
ObjectTemplate.insideFOV 1.1
ObjectTemplate.allowInsideDynamicLights 1
ObjectTemplate.allowInsideStaticSun 1
ObjectTemplate.insideStaticSunDirection -0.25/-0.5/2
ObjectTemplate.insideStaticSunColor 0/0/0
ObjectTemplate.insideStaticSunDamageColor 1/0/0
ObjectTemplate.insideDamageFrequency 7
ObjectTemplate.insideDamageThreshold 0.15
ObjectTemplate.insideStaticSunAmbientColor 0/0/0

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_Drivercamera_RotationRpm
ObjectTemplate.modifiedByUser "Anders"

ObjectTemplate.create Camera mil_tnk_t62_COcamera
ObjectTemplate.modifiedByUser "Anders"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_mil_tnk_t62_COcamera_RotationRpm
rem -------------------------------------
ObjectTemplate.setMinRotation 0/-40/0
ObjectTemplate.setMaxRotation 0/10/0
ObjectTemplate.setMaxSpeed 100/100/0
ObjectTemplate.setAcceleration 1000/1000/0
ObjectTemplate.setInputToYaw PIMouseLookX
ObjectTemplate.setInputToPitch PIMouseLookY
ObjectTemplate.regulatePitch 0.1/-0.1
ObjectTemplate.restoreRotationOnExit 1
ObjectTemplate.CameraId 2
ObjectTemplate.CVMChase 0
ObjectTemplate.CVMFrontChase 0
ObjectTemplate.CVMFlyBy 0
ObjectTemplate.cameraShakeStartSpeed 99999
ObjectTemplate.cameraShakeMaxSpeed 99999
ObjectTemplate.worldFOV 1.1
ObjectTemplate.insideFOV 1.1
ObjectTemplate.allowInsideDynamicLights 1
ObjectTemplate.allowInsideStaticSun 1
ObjectTemplate.insideStaticSunDirection -0.25/-0.5/2
ObjectTemplate.insideStaticSunColor 0/0/0
ObjectTemplate.insideStaticSunDamageColor 1/0/0
ObjectTemplate.insideDamageFrequency 7
ObjectTemplate.insideDamageThreshold 0.15
ObjectTemplate.insideStaticSunAmbientColor 0/0/0

ObjectTemplate.activeSafe Sound S_mil_tnk_t62_COcamera_RotationRpm
ObjectTemplate.modifiedByUser "Anders"
Last edited by M42 Zwilling on 2015-08-15 17:45, edited 2 times in total.
Reason: Added spoiler tags
brunoff
Posts: 30
Joined: 2013-08-27 18:17

Re: Improve AT again

Post by brunoff »

[R-DEV]Rhino wrote:I think your not quite understanding what I'm saying. My point was that ingame, tanks rarely go into an engagement with full 100% HP due to the fact that terrain damage, something that we can't really stop and is also somewhat realistic, will knock off a bit of your HP % which in some cases can make the difference between you being in critical damage after being hit, or not.

Critical damage is at 10% HP for land vehicles as K4on said so if you took 5% HP Damage before an engagement from the terrain or w/e, then got hit by an AT Missile which took off 85% of your HP, that would mean you would only have 10% HP left and would be in critical damage.

This is probably why damage feels "random" sometimes because you can't see what level your HP is at, nor can the person firing at you, other than if your smoking or not. And if a tank received a L-AT hit before receiving a H-AT hit, can make the difference between it blowing up instantly, or not even being in critical damage.
Since we started talking about terrain damage, there's one little question I'd like to know. Does every damage a vehicle takes from terrain has that red effect on the driver's hud or there's damage taken with no signs for the driver.
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