UnitBlueprint {
    Air = {
        BankFactor = 0,
        BankForward = false,
        CanFly = true,
        HoverOverAttack = true,
        KLift = 3,
        KLiftDamping = 2.5,
        KMove = 0.8,
        KMoveDamping = 2,
        KTurn = 0.8,
        KTurnDamping = 1.5,
        LiftFactor = 7,
        MaxAirspeed = 4,
        MinAirspeed = 0,
        StartTurnDistance = 5,
        Winged = false,
    },    
    Audio = {
        AirUnitWaterImpact = Sound {
            Bank = 'Explosions',
            Cue = 'Expl_Water_Lrg_01',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        AmbientMove = Sound {
            Bank = 'UAA',
            Cue = 'UAA0310_Move_Loop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Destroyed = Sound {
            Bank = 'UAADestroy',
            Cue = 'UAA_Destroy_Air',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Killed = Sound {
            Bank = 'UAADestroy',
            Cue = 'UAA_Destroy_Air_Killed',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StartMove = Sound {
            Bank = 'UAA',
            Cue = 'UAA0310_Move_Start',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        StopMove = Sound {
            Bank = 'UAA',
            Cue = 'UAA0310_Move_Stop',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        Thruster = Sound {
            Bank = 'UAA',
            Cue = 'UAA0310_Move_Thruster',
            LodCutoff = 'UnitMove_LodCutoff',
        },
        UISelection = Sound {
            Bank = 'Interface',
            Cue = 'Aeon_Select_Air',
            LodCutoff = 'UnitMove_LodCutoff',
        },
    },
    Buffs = {
        Regen = {
            Level1 = 4,
            Level2 = 8,
            Level3 = 12,
            Level4 = 16,
            Level5 = 20,
        },
    },
    BuildIconSortPriority = 110,
    Categories = {
        'PRODUCTSC1',
        'SELECTABLE',
        'BUILTBYTIER3FACTORY',
        'AEON',
        'MOBILE',
        'AIR',
        'TECH3',
        'GROUNDATTACK',
        'ANTIAIR',
        'TARGETCHASER',
        'VISIBLETORECON',
        'RECLAIMABLE',
        'OVERLAYDIRECTFIRE',
    },
    CollisionOffsetY = -1.0,
    Defense = {
        AirThreatLevel = 0,
        ArmorType = 'Normal',
        EconomyThreatLevel = 0,
        Health = 4000,
        MaxHealth = 4000,
        RegenRate = 0,
        SubThreatLevel = 0,
        SurfaceThreatLevel = 15,
    },
    Description = 'Graviton Annhilator',
    Display = {
        Mesh = {
            IconFadeInZoom = 130,
            LODs = {
                {
                    LODCutoff = 300,
                    Scrolling = true,
                    ShaderName = 'Aeon',
                },
            },
        },
        PlaceholderMeshName = 'UXB0000',
        SpawnRandomRotation = true,
        UniformScale = 0.085,
    },
    Economy = {
        BuildCostEnergy = 50000,
        BuildCostMass = 3000,
        BuildTime = 5500,
    },
    Footprint = {
        MaxSlope = 0.25,
        SizeX = 2,
        SizeZ = 2,
    },
    General = {
        Category = 'Gunship',
        Classification = 'RULEUC_MilitaryAircraft',
        CommandCaps = {
            RULEUCC_Attack = true,
            RULEUCC_CallTransport = true,
            RULEUCC_Capture = false,
            RULEUCC_Dock = 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 = false,
        },
        FactionName = 'Aeon',
        Icon = 'air',
        TechLevel = 'RULEUTL_Secret',
        UnitName = 'Abductor',
        UnitWeight = 1,
    },
    Intel = {
        VisionRadius = 30,
    },
    Interface = {
        HelpText = '<LOC UAAX301_help>',
    },
    LifeBarHeight = 0.075,
    LifeBarOffset = 0.6,
    LifeBarSize = 1,
    Physics = {
        BankingSlope = 0,
        BuildOnLayerCaps = {
            LAYER_Air = true,
            LAYER_Land = false,
            LAYER_Orbit = false,
            LAYER_Seabed = false,
            LAYER_Sub = false,
            LAYER_Water = false,
        },
        Elevation = 10,
        GroundCollisionOffset = 1.6,
        MaxSpeed = 0.5,
        MeshExtentsX = 2,
        MeshExtentsY = 0.75,
        MeshExtentsZ = 2,
        MotionType = 'RULEUMT_Air',
    },
    SelectionSizeX = 1.5,
    SelectionSizeZ = 1.5,
    SelectionThickness = 0.48,
    SizeSphere = 1.5,
    SizeX = 1.75,
    SizeY = 0.5,
    SizeZ = 1.75,
    StrategicIconName = 'icon_gunship3_antiair',
    StrategicIconSortPriority = 65,
    Transport = {
        AirClass = true,
        TransportClass = 3,
    },
    Veteran = {
        Level1 = 12,
        Level2 = 24,
        Level3 = 36,
        Level4 = 48,
        Level5 = 60,
    },
    Weapon = {
        {
            AboveWaterFireOnly = true,
            AboveWaterTargetsOnly = true,
            Audio = {
                BeamLoop = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0401_Phason_Laser_Loop',
                    LodCutoff = 'Weapon_LodCutoff',
                },
                BeamStart = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0401_Phason_Laser_Fire',
                    LodCutoff = 'Weapon_LodCutoff',
                },
                Fire = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0401_Tractor_Beam',
                    LodCutoff = 'Weapon_LodCutoff',
                },
                Unpack = Sound {
                    Bank = 'UALWeapon',
                    Cue = 'UAL0401_Phason_Laser_Charge',
                    LodCutoff = 'Weapon_LodCutoff',
                },
            },
            BallisticArc = 'RULEUBA_None',
            BeamCollisionDelay = 0.1,
            BeamLifetime = 0,
            Damage = 0.01,
            DamageRadius = 0,
            DamageType = 'Normal',
            DisplayName = 'Gravitation Beam',
            FireTargetLayerCapsTable = {
                Air = 'Land|Water|Seabed',
            },
            FiringTolerance = 0,
            Label = 'TractorBeam',
            MaxRadius = 15,
            MuzzleChargeDelay = 0,
            MuzzleSalvoDelay = 0,
            MuzzleSalvoSize = 1,
            MuzzleSpecial = 'Muzzle02',
            RackBones = {
                {
                    MuzzleBones = {
                        'Muzzle01',
                    },
                    RackBone = 'Weapon',
                },
            },
            RackFireTogether = false,
            RackRecoilDistance = 0,
            RackReloadTimeout = 10,
            RackSalvoChargeTime = 0,
            RackSalvoReloadTime = 0,
            RackSalvoSize = 1,
            RackSlavedToTurret = false,
            RangeCategory = 'UWRC_DirectFire',
            RateOfFire = 0.3,
            TargetCheckInterval = 1,
            TargetPriorities = {
                'SPECIALHIGHPRI',
                'TECH3 MOBILE',
                'TECH2 MOBILE',
                'TECH1 MOBILE',
                'STRUCTURE DEFENSE',
                'SPECIALLOWPRI',
                'ALLUNITS',
            },
            TargetRestrictDisallow = 'UNTARGETABLE',

            TrackingRadius = 1,
            TurretBoneMuzzle = 'Muzzle01',
            TurretBonePitch = 'Weapon',
            TurretBoneYaw = 'Weapon',
            TurretDualManipulators = false,
            TurretPitch = 0,
            TurretPitchRange = 60,
            TurretPitchSpeed = 40,
            TurretYaw = 0,
            TurretYawRange = 360,
            TurretYawSpeed = 40,
            Turreted = true,
            WeaponCategory = 'Direct Fire',
        },
        {
            AboveWaterTargetsOnly = true,
            Damage = 100,
            DamageFriendly = true,
            DamageRadius = 1,
            DamageType = 'Normal',
            DisplayName = 'Air Crash',
            DummyWeapon = true,
            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,
        },
    },
}
