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:
[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
    How far the Radar on the craft can see.

    periodScan = 0.0f
    How long, in seconds, between Radar Pings.

    weaponPitch = 0.5f
    How far up/down the Reticle or Turrets can aim.

    MinWeaponPitch = -weaponPitch
    How far down the Reticle or Turrets can aim.

    MaxWeaponPitch = weaponPitch
    How far up the Reticle or Turrets can aim.

    braccelFactor = 0.05f
    Scale the difference between the desired and current position along the front axis by this value when setting the throttle control.

    velFactor = 0.2f
    Scale the difference between desired and current velocity along the front axis by this when setting throttle control.

    strafeFactor = 0.1f
    Scale the difference between the desired and current position along the right axis by this value when setting the strafe control.

    omegaScale = 0.0f
    If Use13Aim is true, scale the target's rotational velocity around the unit by this factor so the unit can keep up with the target's motion.

    alphaScale = 0.0f
    If Use13Aim is true, scale the target's rotational acceleration around the unit by this factor so the unit can compensate for the target's acceleration.

    steerFactor = 1.0f
    If Use13Aim is true, scale the target's angular position offset by this factor so the unit can catch up to the target's direction (spring force).

    omegaFactor = 0.2f
    If Use13Aim is true, scale the target's angular velocity offset by this factor so the unit doesn't overshoot the target's direction (damping force).

    omegaScaleTurret = 0.0f
    Same as omegaScale, but for Turret.
    Note: Default is 1.0 for Class: AssaultHover, AssaultTank, TurretTank.

    alphaScaleTurret = 0.0f
    Same as alphaScale, but for Turret.
    Note: Default is 1.0 for Class: AssaultHover, AssaultTank, TurretTank.

    steerFactorTurret = 3.0f
    Same as steerFactor, but for Turret.

    omegaFactorTurret = 0.25f
    Same as omegaFactor, but for Turret.

    avoidSpeed = 20.1234
    How fast the AI should drive when avoiding obstacles.

    topSpeed = 30.1234
    How fast the AI should drive when not avoiding obstacles.

    engageRange = 200.0f
    How close an Enemy needs to be for being considered a target.

    followRange = 125.0f
    How close a unit wants to follow another unit.

    blastDist = 75.0f
    How close a unit wants to be by default when using the BLAST state. (Shooting at something)

    LookAtPitchFactor = pitchFactor
    Pitch Factor used when the craft is given the LookAt() command.

    TeamTransferrable = true
    If false, can't be transferred to Allied Players in MP.

    canRescue = true
    If false, can't do the command "Pick Me Up"

    canHunt = false
    If true, enables the "Hunt" command.

    CanBailout = true
    If false, cannot do the "Bailout" command.

    CanRecycle = true
    If false, cannot do the "Recycle" command.

    CanUserBailout = true
    If false, the Player cannot bail out via the Ctr+B key bind.

    CanUserHopout = true
    If false, the Player cannot hop out via the H key.

    CanAIEject = true
    If false, AI cannot eject a pilot from this craft when it dies.

    ejectRatio = 0.3f
    The Ratio for the chance that an AI Pilot will Eject out of this object when it dies. Valid values are 0.0f - 1.0f.

    ejectVelocity = 50.0f
    The Velocity which the pilot ejects from this craft.

    DoIdleDispatch = true
    If false, AIPs cannot send this unit out via Idle Dispatcher.

    CraftTeamIsPilotTeam = false
    If this is true, when a Pilot gets into this vehicle, the vehicle inherits the Percieved Team of the Pilot immediately.

    CanAIPForceIdle = true
    If false, switching AIPs won't cause this Craft to go Idle.

    AllowLightsDeploy = true
    If false, when a unit Deploys, it's lights are toggled off and disabled. When it Undeploys, it's lights toggle back on.

    CockpitSniperRadius = 1.0f
    How large the sniper dot radius is.

    AllowLinkWeapons = true
    If this is true, allows weaponLinking, assuming other restrictions don't apply such as MP server setting or Play option for Weapon Linking are enabled. If false, this unit cannot use Weapon Linking.

    NavConfig = ""
    If this is specified, overrides the Nav ODF dropped by this craft. If invalid, it ignores the setting.

    NavIsCraftRace = true
    If NavConfig is not set, and this is true, Nav Beacons dropped by this craft use the craft's Race. If false, uses the Team Race. If neither exist it falls back to ibnav.

    NavIsDropped = false
    If true, the Nav is dropped behind the craft like in BZ1/98R.

    NavDropSound = "gprox00.wav"
    If NavIsDropped is true, the sound file used upon dropping a Nav.

    LeaveExplodeScorch = true
    If false, won't darken the ground when it explodes.

    MaxScorchHeight = 20.0f
    Maximum height above ground that it will leave an Explode Scorch.

    NumChunks = -1
    Total number of Chunks to generate.

    NumChunks1 ... NumChunks5 = -1
    Number of Chunks per type. Max of 10 for each type.

    chunkEffect1 ... chunkEffect5 = "iochnk01.fbx" ... "iochnk05.fbx"
    Model file name for each Chunk.

    chunkScale1 ... chunkScale5 = 1.0
    Scale for each chunkEffect# model.

    crashName = ""
    Model file name for the Crash model.

    crashScale = 1.0
    Scale of the crashName model.

    hasSeparateChunks = false
    If this is true, it reads SeparateChunkEffect# for separate chunk models. These are the smaller bits that are generated from the Crash model hitting the ground.

    SeparateChunkEffect1 ... SeparateChunkEffect5 = ""iochnk01.fbx" ...
    "iochnk05.fbx"
    Model file names for separate chunks.

    SeparateChunkScale1 ... SeparateChunkScale5 = 1.0
    Scale for separateChunkEffect# models.

    damageEffect1 ... damageEffect4 = "dmgvhcl1" ... "dmgvhcl4"
    These are the Renders for the Damage Smoke. Below is a list of when they are used:
    • 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"
    The ODF name of the Explosion Class used when this object is Sniped.

    xplChunk = ""
    Explosion Class ODF for when a Chunk hits the ground. Default is the race's *explosion.odf's value for xplChunk.

    xplCrash = ""
    Explosion Class ODF for when the vehicle Crash model hits the ground. Default is the race's *explosion.odf's value for xplCrash.
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