Configuration ODFs

There are several specific ODFs used to configure settings for various things. Below is a description of them:

*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"
    Explosion Class used for Hovercraft and Aircraft.

    classVehicle = "xvehxpl"
    Explosion Class used for Tracked Vehicles and Walkers.

    classTorpedo = "xpwrxpl"
    Explosion Class used for Torpedoes.

    classPowerup = "xpwrxpl"
    Explosion Class used for Powerups.

    classPerson = "xprsxpl"
    Explosion Class used for Persons.

    classAnimal = "xprsxpl"
    Explosion Class used for Animals.

    classStruct = "xbldxpl"
    Explosion Class used for i76building / Terrain.

    classBuilding = "xbldxpl"
    Explosion Class used for PoweredBuildings.

    classSign = "xsgnxpl"
    Explosion Class used for i76sign and Mines.

    classPlant = "xplnxpl"
    Explosion Class used for Plants.

    classChunk = "xsecxpl"
    Explosion Class used for Chunks.

    classCrash = "xvchxpl"
    Explosion Class used for Vehicle Crash model.

    classCollapse = "collapse"
    Explosion Class used for Collapse effect of Buildings.


*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
    How many weaponName items for each category.

    weaponName1 ... weaponName# = ""
    For each weaponCount, the ODF name for the PowerUp Class for the weapons in this category.


*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
    If this is true, the Shield Effect is not rendered when in Cockpit View of the object being hit.

    latitudeBands = 8
    Latitude Bands along each Hemisphere of the Sphere.

    longitudeSegments = 16
    Longitude Segments of the Sphere.

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 = ""
    The name to append to the Taunt ODF for each Category. Looks for .TRN's [DLL]TauntODFFile_category.otf.
On this page