Configuration ODFs
There are several specific ODFs used to configure settings for various things. Below is a description of
them:
Description:
Explosion.odf is used to define the basic default Explosion Classes for various types of Game Objects. The * is used for the Race letter if it exists, and falls back to explosion.odf if it does not. Below are the defaults in explosion.odf:
ODF Properties:
Description:
Weapon List configuration. * is the Race letter. iweapon.odf is used if the Race's version doesn't exist. This lists all the Weapons, per Hard Point Category, that can appear in the Factory Panel customization list, if the requireCount# items are met.
ODF Properties:
Description:
Event Sound file list. The * is the Race letter. ievent.odf is used if the Race's version doesn't exist. This lists the sound files played upon various events occurring.
ODF Properties:
Description:
Order Panel Sounds. * is the Race letter, iorder.odf is used if the Race's version doesn't exist. This lists the sound files played when you order a Human Player in Multiplayer to do something via the F slot Command Menu.
ODF Properties:
Description:
This configures the ShieldUpgrade Effect render used when Ordnance impacts an Object with a ShieldUpgrade Weapon equipped.
ODF Properties:
Description:
The Taunts ODF is specified in the map's TRN file, defaulting to Taunts.odf if not specified.
It lists Category names to be loaded from the Asset system's localization folder. These have the category name appended to them with an underscore in between.
For instance: Category0 = "_start" by default, looks for Taunts_start.otf in the Localization folder for the specified language. Each new line of the .otf is treated as a separate Taunt.
ODF Properties:
*explosion.odf
Description:
Explosion.odf is used to define the basic default Explosion Classes for various types of Game Objects. The * is used for the Race letter if it exists, and falls back to explosion.odf if it does not. Below are the defaults in explosion.odf:
ODF Properties:
-
[Explosion]
classCraft = "xcarxpl"
classVehicle = "xvehxpl"
classTorpedo = "xpwrxpl"
classPowerup = "xpwrxpl"
classPerson = "xprsxpl"
classAnimal = "xprsxpl"
classStruct = "xbldxpl"
classBuilding = "xbldxpl"
classSign = "xsgnxpl"
classPlant = "xplnxpl"
classChunk = "xsecxpl"
classCrash = "xvchxpl"
classCollapse = "collapse"
*weapon.odf
Description:
Weapon List configuration. * is the Race letter. iweapon.odf is used if the Race's version doesn't exist. This lists all the Weapons, per Hard Point Category, that can appear in the Factory Panel customization list, if the requireCount# items are met.
ODF Properties:
-
For each of the following:
-
[Gun]
-
[Cannon]
-
[Rocket]
-
[Mortar]
-
[Special]
-
[Shield]
-
[Hand]
-
[Pack]
weaponCount = 0
weaponName1 ... weaponName# = ""
*event.odf
Description:
Event Sound file list. The * is the Race letter. ievent.odf is used if the Race's version doesn't exist. This lists the sound files played upon various events occurring.
ODF Properties:
-
[BettyVoice]
EVENT_SOUND_1 = "abetty1.wav" //lost a generic unit EVENT_SOUND_2 = "abetty2.wav" //lost a defensive unit EVENT_SOUND_3 = "abetty3.wav" //lost an offensive unit EVENT_SOUND_4 = "abetty4.wav" //lost a scavenger EVENT_SOUND_5 = "abetty5.wav" //a unit is out of ammo EVENT_SOUND_6 = "abetty6.wav" //base is under attack EVENT_SOUND_7 = "abetty7.wav" //user vehicle is out of ammo EVENT_SOUND_8 = "abetty8.wav" //a unit is low on health EVENT_SOUND_9 = "abetty9.wav" //user vehicle is low on health EVENT_SOUND_10 = "abetty10.wav" //satellite view activated EVENT_SOUND_11 = "abetty11.wav" //no free power EVENT_SOUND_12 = "abetty12.wav" //lost a power plant EVENT_SOUND_13 = "abetty13.wav" //satellite view enabled EVENT_SOUND_14 = "abetty14.wav" //lost a generic building EVENT_SOUND_15 = "silence.wav" //satellite view deactivated EVENT_SOUND_16 = "silence.wav" //satellite view disabled
*order.odf
Description:
Order Panel Sounds. * is the Race letter, iorder.odf is used if the Race's version doesn't exist. This lists the sound files played when you order a Human Player in Multiplayer to do something via the F slot Command Menu.
ODF Properties:
-
[OrderPanel]
MESSAGE_SOUND_1 = "team0106.wav" //follow me message MESSAGE_SOUND_2 = "team0107.wav" //attack target message MESSAGE_SOUND_3 = "team0112.wav" //defend target message MESSAGE_SOUND_4 = "team0101.wav" //need help message MESSAGE_SOUND_5 = "team0103.wav" //need service message MESSAGE_SOUND_6 = "team0115.wav" //need ship message MESSAGE_SOUND_7 = "" //get flag message MESSAGE_SOUND_8 = "" //defend flag message MESSAGE_SOUND_9 = "team0111.wav" //negative message MESSAGE_SOUND_10 = "team0110.wav" //acknowledge message MESSAGE_SOUND_11 = "ivscout03.wav" //protecting message
shieldeffect.odf
Description:
This configures the ShieldUpgrade Effect render used when Ordnance impacts an Object with a ShieldUpgrade Weapon equipped.
ODF Properties:
-
[ShieldEffect]
noFirstPerson = true
latitudeBands = 8
longitudeSegments = 16
Taunts.odf
Description:
The Taunts ODF is specified in the map's TRN file, defaulting to Taunts.odf if not specified.
It lists Category names to be loaded from the Asset system's localization folder. These have the category name appended to them with an underscore in between.
For instance: Category0 = "_start" by default, looks for Taunts_start.otf in the Localization folder for the specified language. Each new line of the .otf is treated as a separate Taunt.
ODF Properties:
-
TauntCategories
Category0 ... Category15 = ""