CraftClass P1: General Settings
Classlabel: "craft"
Description:
Craft Class is the root Class for all Vehicles. It is movable and can be driven.
Default ODF Properties:
ODF Properties:
Description:
Craft Class is the root Class for all Vehicles. It is movable and can be driven.
Default ODF Properties:
[GameObjectClass]
hitType = 3 //HIT_TYPE_VEHICLE
needPilot = true
canSnipe = true
canCollide = true
boxCollide = false
isGrouped = true
needGroup = true
isLimited = true
needLimit = true
ODF Properties:
-
[CraftClass]
rangeScan = 200.0f
periodScan = 0.0f
weaponPitch = 0.5f
MinWeaponPitch = -weaponPitch
MaxWeaponPitch = weaponPitch
braccelFactor = 0.05f
velFactor = 0.2f
strafeFactor = 0.1f
omegaScale = 0.0f
alphaScale = 0.0f
steerFactor = 1.0f
omegaFactor = 0.2f
omegaScaleTurret = 0.0f
Note: Default is 1.0 for Class: AssaultHover, AssaultTank, TurretTank.
alphaScaleTurret = 0.0f
Note: Default is 1.0 for Class: AssaultHover, AssaultTank, TurretTank.
steerFactorTurret = 3.0f
omegaFactorTurret = 0.25f
avoidSpeed = 20.1234
topSpeed = 30.1234
engageRange = 200.0f
followRange = 125.0f
blastDist = 75.0f
LookAtPitchFactor = pitchFactor
TeamTransferrable = true
canRescue = true
canHunt = false
CanBailout = true
CanRecycle = true
CanUserBailout = true
CanUserHopout = true
CanAIEject = true
ejectRatio = 0.3f
ejectVelocity = 50.0f
DoIdleDispatch = true
CraftTeamIsPilotTeam = false
CanAIPForceIdle = true
AllowLightsDeploy = true
CockpitSniperRadius = 1.0f
AllowLinkWeapons = true
NavConfig = ""
NavIsCraftRace = true
NavIsDropped = false
NavDropSound = "gprox00.wav"
LeaveExplodeScorch = true
MaxScorchHeight = 20.0f
NumChunks = -1
NumChunks1 ... NumChunks5 = -1
chunkEffect1 ... chunkEffect5 = "iochnk01.fbx" ... "iochnk05.fbx"
chunkScale1 ... chunkScale5 = 1.0
crashName = ""
crashScale = 1.0
hasSeparateChunks = false
SeparateChunkEffect1 ... SeparateChunkEffect5 = ""iochnk01.fbx" ... "iochnk05.fbx"
SeparateChunkScale1 ... SeparateChunkScale5 = 1.0
damageEffect1 ... damageEffect4 = "dmgvhcl1" ... "dmgvhcl4"
-
damageEffect1 starts when the object is below 50% health.
-
damageEffect2 starts when the object is below 25% health.
-
damageEffect3 starts when the object is below 12.5% health.
- damageEffect4 is used on the Crash model generated when the object explodes.
xplSnipe = "xsnipe"
xplChunk = ""
xplCrash = ""
-
damageEffect1 starts when the object is below 50% health.