// ------------------------------------------------------ Naming ------------------------------------------------------
Name LightFighter-BiPlane_SPAD A.2
ShortName lightfighter-biplane_spad_a.2
ItemID 11202
Description MAX HP:100_FlareDelay 300_TimeFlareUsing 5s_CargoSlots 4___BrowningM1919A4 Ammo
// ------------------------------------------------------ Visuals ------------------------------------------------------
Icon SPAD_A.2
Model mos.SPAD_A2
Texture SPAD_A.2
//Third Person Camera Distance
CameraDistance 8.0
//Resting Pitch. Set this so the plane spawns level. It will fall onto its collision boxes automatically, but this lets you start it flat
RestingPitch 5.0
// ------------------------------------------------------ Movement ------------------------------------------------------
//Mode : One of Plane, Heli or VTOL. The VTOL has a toggle button that switches some model aesthetics and 
the flight mode
Mode Plane
//Throttle
MaxThrottle 0.45
MaxNegativeThrottle 0.0
//Yaw modifiers
TurnLeftSpeed 0.65
TurnRightSpeed 0.65
//Pitch modifiers
LookUpSpeed 0.75
LookDownSpeed 0.75
//Roll modifiers
RollLeftSpeed 2.5
RollRightSpeed 2.5
//Drag 1.0 is standard. Modify to make the plane / heli more or less sluggish
Drag 0.45
//Wheels
NumWheels 3
WheelPosition 0 0 -27 -26
WheelPosition 1 0 -27 26
WheelPosition 2 -70 -9 0
WheelSpringStrength 0.125
//Propeller Positions
//Propeller <ID> <x> <y> <z> <planePart> <recipeItem>
Propeller 0 -3 15 0 nose parts_woodenpropeller
// ------------------------------------------------------ Weaponry ------------------------------------------------------
//Weapon types. Options are Missile, Bomb, Gun, Shell, None
Primary None
Secondary None
//Time between shots in 1/20ths of seconds
ShootDelayPrimary 
ReloadTimePrimary 
ShootDelaySecondary 
ReloadTimeSecondary 
//Whether to alternate or fire all together
AlternatePrimary False
AlternateSecondary False
//Firing modes. One of SemiAuto, FullAuto or Minigun
ModePrimary FullAuto
ModeSecondary FullAuto
//Add shoot origins. These are the points on your vehicle from which bullets / missiles / shells / bombs appear
ShootPointPrimary 
ShootPointSecondary 
// ------------------------------------------------------ Inventory ------------------------------------------------------
CargoSlots 4
BombSlots 0
MissileSlots 0
AllowAllAmmo False
AddAmmo sound_horn
AddAmmo 
//Fuel Tank Size (1 point of fuel will keep one propeller going with throttle at 1 for 1 tick)
FuelTankSize 6000
// ------------------------------------------------------ Passengers ------------------------------------------------------
Pilot -17 -4 0
Passengers 1
//Passenger <ID> <x> <y> <z> <part> [minYaw] [maxYaw] [minPitch] [maxPitch] [gunType] [gunModelName]
Passenger 1 13 -4 0 core -100 100 -10 65 vg_7.62mm_lmg Nose
GunOrigin 1 13 -12 0
// ------------------------------------------------------ Sounds ------------------------------------------------------
StartSound Camel_StartSound
StartSoundLength 20
PropSound Camel_PropSound
PropSoundLength 40
StartSoundRange 100
EngineSoundRange 1000
PlaceSoundPrimary Camel_PlaceSound
ShootSoundPrimary 12,7mm_2
ReloadSoundPrimary None
PlaceSoundSecondary None
ShootSoundSecondary None
ReloadSoundSecondary None
LockedOnSound Lock
SoundTime 8
LockedOnSoundRange 15
// ------------------------------------------------------ Recipe ------------------------------------------------------
//Each section of the plane may have many parts
//The sections are tailWheel, tail, bay, topWing, leftWingWheel, leftWing, rightWingWheel,
//rightWing, nose, turret, coreWheel, core
AddRecipeParts nose 1 parts_woodencockpit 3 parts_smallwheel 1 parts_metalnose 1 parts_biplanewing
AddRecipeParts rightWing 1 parts_biplanewing
AddRecipeParts tail 1 parts_woodentail
//Dye colours are "black", "red", "green", "brown", "blue", "purple", "cyan", "silver", "gray", "pink", "lime", "yellow", "lightBlue", "magenta", "orange", "white"
//AddDye 0 gray
// ------------------------------------------------------ Health and hitboxes ------------------------------------------------------
SetupPart core 100 -42 -9 -9 74 26 18
SetupPart rightWing 75 -16 -9 -76 21 26 152
SetupPart tail 50 -90 -9 -10 48 25 20
HasGear False
BulletDetection 5
SquashMobs false
//Collision points for breaking wings etc. upon crashing
//Core
CollisionPoint 32 -1 0 core
CollisionPoint 23 -1 9 core
CollisionPoint 23 -1 -9 core
CollisionPoint 0 -1 9 core
CollisionPoint 0 -1 -9 core
CollisionPoint -26 -1 9 core
CollisionPoint -26 -1 -9 core
//RightWing
CollisionPoint -4 -8 18 leftWing
CollisionPoint -4 -8 47 leftWing
CollisionPoint -4 -8 76 leftWing
CollisionPoint -4 -8 -18 leftWing
CollisionPoint -4 -8 -47 leftWing
CollisionPoint -4 -8 -76 leftWing
CollisionPoint -4 17 18 leftWing
CollisionPoint -4 17 47 leftWing
CollisionPoint -4 17 76 leftWing
CollisionPoint -4 17 -18 leftWing
CollisionPoint -4 17 -47 leftWing
CollisionPoint -4 17 -76 leftWing
//Tail
CollisionPoint -90 0 0 tail
CollisionPoint -90 16 0 tail
CollisionPoint -74 4 0 tail
CollisionPoint -68 1 22 tail
CollisionPoint -68 1 -22 tail
IsExplosionWhenDestroyed true
CollisionDamageEnable false
CollisionDamageThrottle 0.21
CollisionDamageTimes 0
HasFlare True
FlareDelay 300
FlareSound Flare
TimeFlareUsing 5