;; brw04042004 - NOTE: To change the *COST* of a special operation
;; 	you must look in the template_ability_special_op_aa.tgi

[Template AACarpetBombAbilityDef Template=AASpecialOp]
{
	name = "#carpet_bomb_name"
	description = "#carpet_bomb_description"
	targets = +ACTOR -ORGANIZATION -AIR
	recharge_time = 1800
	area = 12
	attenuation_range_min = 4
	attenuation_factor_max = 0.25
	impact_impulse = 10000
	;; the projectile's life determines when the effect of the ability takes place.
	projectile_ids = carpet_bomb_projectile

	icon = /UI/%s/Game/SpecialOps/IconCarpetBomb.png

	[Effect Template=APDamageEffect]
	amount = 3000

	[Effect Template=AddDamageEffect]
	damage_type_IDS = explosive
	targets = building
	amount = 10000

	[Effect Template=SummonEffect]
	hide_from_tooltip = true
	targets = +SELF	
	object_ids = thing_visibilityactormedium_decay

	[Flags]
	target_location = true
	bombard = true

	[WhenDo Template=FXC_PlaySFX]
	audio_ids = carpet_bomb_sfx
	at = TARGET_GROUND

	[WhenDo Template=FXC_PlaySFX]
	audio_ids = explosion_bomb_light
	at = TARGET_GROUND
	delay = 3

	[WhenDo Template=FXC_PlaySFX]
	audio_ids = explosion_bomb_medium
	at = TARGET_GROUND
	delay = 3.2

	[WhenDo Template=FXC_PlaySFX]
	audio_ids = explosion_bomb_heavy
	at = TARGET_GROUND
	delay = 3.6
}

;; brw091304 - Separating the Ability Definitions only for art purposes to show different bombers.

[AbilityDefinition Template=AACarpetBombAbilityDef]
{
	IDS = gbr_carpet_bomb
	
	[WhenDo Template=FXC_CreateVFX]
	{
		VFX_IDS = gbr_carpet_bomb01
		at = TARGET_GROUND
		attached = false
	}

}

[AbilityDefinition Template=AACarpetBombAbilityDef]
{
	IDS = rus_carpet_bomb
	
	[WhenDo Template=FXC_CreateVFX]
	{
		VFX_IDS = rus_carpet_bomb01
		at = TARGET_GROUND
		attached = false
	}
	
}

[AbilityDefinition Template=AACarpetBombAbilityDef]
{
	IDS = usa_carpet_bomb
	
	[WhenDo Template=FXC_CreateVFX]
	{
		VFX_IDS = usa_carpet_bomb01
		at = TARGET_GROUND
		attached = false
	}

}