UnitBlueprint {
    Air = {
        AutoLandTime = 1,
        BankFactor = 0.1,
        BankForward = false,
        CanFly = true,
        CirclingDirChangeFrequencySec = 1,
        CirclingElevationChangeRatio = 0.25,
        CirclingRadiusChangeMaxRatio = 0.9,
        CirclingRadiusChangeMinRatio = 0.6,
        CirclingRadiusVsAirMult = 0.66,
        CirclingTurnMult = 3,
        KLift = 3,
        KLiftDamping = 2.5,
        KMove = 0.8,
        KMoveDamping = 2,
        KTurn = 0.8,
        KTurnDamping = 1.5,
        LiftFactor = 7,
        MaxAirspeed = 12,
        MinAirspeed = 3,
        StartTurnDistance = 5,
        TransportHoverHeight = 1.75,
    },
    Audio = {
        AirUnitWaterImpact = Sound {
            Bank = 'Explosions',
            Cue = 'Expl_Water_Lrg_01',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        AmbientMove = Sound {
            Bank = 'UEA',
            Cue = 'UEA0203_Move_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Destroyed = Sound {
            Bank = 'UEADestroy',
            Cue = 'UEA_Destroy_Med',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Killed = Sound {
            Bank = 'UEADestroy',
            Cue = 'UEA_Destroy_Air_Killed',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Landing = Sound {
            Bank = 'UEA',
            Cue = 'UEA0203_Move_Land',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Refueling = Sound {
            Bank = 'UEA',
            Cue = 'UEA_Repair_Refuel',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartMove = Sound {
            Bank = 'UEA',
            Cue = 'UEA0203_Move_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StopMove = Sound {
            Bank = 'UEA',
            Cue = 'UEA0203_Move_Stop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Thruster = Sound {
            Bank = 'UEA',
            Cue = 'UEA0203_Thruster',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'Interface',
            Cue = 'UEF_Select_Air',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    AverageDensity = 1,
    Buffs = {
        Regen = {
            Level1 = 1,
            Level2 = 2,
            Level3 = 3,
            Level4 = 4,
            Level5 = 5,
        },
    },
    BuildIconSortPriority = 40,
    Categories = {
        'PRODUCTDL',
        'SELECTABLE',
        'BUILTBYTIER1FACTORY',
        'BUILTBYTIER2FACTORY',
        'BUILTBYTIER3FACTORY',
        'UEF',
        'MOBILE',
        'AIR',
        'TECH1',
        'GROUNDATTACK',
        'TRANSPORTATION',
        'VISIBLETORECON',
        'RECLAIMABLE',
        'OVERLAYDIRECTFIRE',
    },
    CollisionOffsetZ = 0.1,
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Light',
        EconomyThreatLevel = 0,
        Health = 550,
        MaxHealth = 550,
        RegenRate = 0,
        SubThreatLevel = 0,
        SurfaceThreatLevel = 2,
    },
    Description = '<LOC bea0105_desc>Light Gunship',
    Display = {
        Abilities = {
            '<LOC ability_transport>Transport',
        },
        ForcedBuildSpin = 0,
        LayerChangeEffects = {
            AirLand = {
                Effects = {
                    {
                        Bones = {
                            'Exhaust_Front01',
                            'Exhaust_Front02',
                            'Exhaust_Back02',
                        },
                        Type = 'Landing01',
                    },
                },
            },
            LandAir = {
                Effects = {
                    {
                        Bones = {
                            'Exhaust_Front01',
                            'Exhaust_Front02',
                            'Exhaust_Back02',
                        },
                        Type = 'TakeOff01',
                    },
                },
            },
        },
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    LODCutoff = 140,
                    ShaderName = 'Unit',
                },
                {
                    AlbedoName = 'bea0105_lod1_albedo.dds',
                    LODCutoff = 215,
                    ShaderName = 'Unit',
                    SpecularName = 'bea0105_lod1_specteam.dds',
                },
            },
        },
        MovementEffects = {
            BeamExhaust = {
                Bones = {
                    'Exhaust_Front01',
                    'Exhaust_Front02',
                    'Exhaust_Back02',
                },
                Cruise = true,
                Idle = true,
            },
        },
        PlaceholderMeshName = 'UXA0009',
        SpawnRandomRotation = false,
        UniformScale = 0.07,
    },
    Economy = {
        BuildCostEnergy = 5000,
        BuildCostMass = 200,
        BuildTime = 1000,
    },
    Footprint = {
        MaxSlope = 0.25,
        SizeX = 1,
        SizeZ = 1,
    },
    General = {
        Category = 'Gunship',
        Classification = 'RULEUC_MilitaryAircraft',
        CommandCaps = {
            RULEUCC_Attack = true,
            RULEUCC_CallTransport = true,
            RULEUCC_Capture = false,
            RULEUCC_Dock = true,
            RULEUCC_Ferry = true,
            RULEUCC_Guard = true,
            RULEUCC_Move = true,
            RULEUCC_Nuke = false,
            RULEUCC_Patrol = true,
            RULEUCC_Reclaim = false,
            RULEUCC_Repair = false,
            RULEUCC_RetaliateToggle = true,
            RULEUCC_Stop = true,
            RULEUCC_Transport = true,
        },
        FactionName = 'UEF',
        Icon = 'air',
        TechLevel = 'RULEUTL_Advanced',
        UnitName = '<LOC bea0105_name>Pigeon',
        UnitWeight = 1,
    },
    Intel = {
        VisionRadius = 32,
    },
    Interface = {
        HelpText = '<LOC bea0105_help>Light Gunship',
    },
    LifeBarHeight = 0.075,
    LifeBarOffset = 0.5,
    LifeBarSize = 1,
    Physics = {
        BuildOnLayerCaps = {
            LAYER_Air = true,
            LAYER_Land = false,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = false,
            LAYER_Water = false,
        },
        Elevation = 10,
        FuelRechargeRate = 5,
        FuelUseTime = 300,
        GroundCollisionOffset = 1.6,
        MaxSpeed = 0.5,
        MeshExtentsX = 1.25,
        MeshExtentsY = 1,
        MeshExtentsZ = 3,
        MotionType = 'RULEUMT_Air',
    },
    SelectionSizeX = 0.5,
    SelectionSizeZ = 0.7,
    SelectionThickness = 0.47,
    SizeSphere = 1.6,
    SizeX = 1,
    SizeY = 0.5,
    SizeZ = 1,
    StrategicIconName = 'icon_gunship1_directfire',
    StrategicIconSortPriority = 65,
    Transport = {
        AirClass = true,
        ClassGenericUpTo = 1,
        TransportClass = 1,
    },
    Veteran = {
        Level1 = 3,
        Level2 = 6,
        Level3 = 9,
        Level4 = 12,
        Level5 = 15,
    },
    Weapon = {
        {
            AboveWaterTargetsOnly = true,
            Audio = {
                Fire = Sound {
                    Bank = 'UEAWeapon',
                    Cue = 'UEA0203_Riot_Gun',
                    LodCutoff = 'Weapon_LodCutoff',
                },
            },
            AutoInitiateAttackCommand = true,
            BallisticArc = 'RULEUBA_None',
            CollideFriendly = false,
            Damage = 16,
            DamageType = 'Normal',
            DisplayName = 'Light Riot Gun',
            FireTargetLayerCapsTable = {
                Air = 'Air|Land|Water|Seabed',
                Land = 'Air|Land|Water|Seabed',
            },
            FiringRandomness = 0.09,
            FiringTolerance = 2,
            Label = 'Turret01',
            MaxRadius = 16,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleVelocity = 40,
            ProjectileId = '/projectiles/TDFMachineGun01/TDFMachineGun01_proj.bp',
            ProjectileLifetimeUsesMultiplier = 1.15,
            ProjectilesPerOnFire = 1,
            RackBones = {
                {
                    MuzzleBones = {
                        'Muzzle',
                    },
                    RackBone = 'Muzzle',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = 0,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 3,
            TargetCheckInterval = 0.16,
            TargetPriorities = {
                'SPECIALHIGHPRI',
                'SPECIALLOWPRI',
                'ALLUNITS',
            },
            TargetRestrictDisallow = 'HIGHALTAIR, UNTARGETABLE',
            TurretBoneMuzzle = 'Muzzle',
            TurretBonePitch = 'Muzzle',
            TurretBoneYaw = 'Muzzle',
            TurretDualManipulators = false,
            TurretPitch = -20,
            TurretPitchRange = 45,
            TurretPitchSpeed = 360,
            TurretYaw = 0,
            TurretYawRange = 180,
            TurretYawSpeed = 90,
            Turreted = true,
            WeaponCategory = 'Direct Fire',
        },
        {
            AboveWaterTargetsOnly = true,
            Damage = 100,
            DamageFriendly = true,
            DamageRadius = 1,
            DamageType = 'Normal',
            DisplayName = 'Air Crash',
            DummyWeapon = true,
            FiringTolerance = 2,
            Label = 'DeathImpact',
            WeaponCategory = 'Death',
        },
    },
    Wreckage = {
        Blueprint = '/props/DefaultWreckage/DefaultWreckage_prop.bp',
        EnergyMult = 0,
        HealthMult = 0.9,
        MassMult = 0.9,
        ReclaimTimeMultiplier = 1,
        WreckageLayers = {
            Air = false,
            Land = true,
            Seabed = false,
            Sub = false,
            Water = false,
        },
    },
}
