CraftClass P2: General Settings 2

[CraftClass]

CondAddAmmoMinRatio1 ... CondAddAmmoMinRatio8 = -1
Conditional AddAmmo minimum AmmoRatio that this object must be for the conditional to pass.

CondAddAmmoMaxRatio1 ... CondAddAmmoMaxRatio8 = -1
Conditional AddAmmo maximum Ammo Ratio that this object must be for the conditional to pass.

CondAddAmmoValue1 ... CondAddAmmoValue8 = 0
Amount of AddAmmo done by this conditional.

CondAddAmmoFlags1 ... CondAddAmmoFlags8 = 2147483647
Bit Mask for which Flags are used to enable this AddAmmo. Values listed below:
  • Bit 0 (value = 1)
    Val=1: condition done when craft is empty.
    Val=0: skip if craft is empty
  • Bit 1 (value = 2)
    Val=1: condition done when craft is occupied by AI.
    Val=0: skip if craft is not occupied by AI
  • Bit 2 (value = 4)
    Val=1: condition done when craft is occupied by human (local/remote player).
    Val=0: skip if craft is not occupied by human (local/remote player)
  • Bit 3 (value = 8)
    Val=1: condition done when craft is undeployed.
    Val=0: skip if craft is deployed
    - bit flag is skipped if not a craft
  • Bit 4 (value = 16)
    Val=1: condition done when craft is deployed.
    Val=0: skip if craft is undeployed
    - bit flag is skipped if not a craft
  • Bit 5 (value = 32)
    Val=1: condition done when object is unpowered.
    Val=0: skip if object is powered
  • Bit 6 (value = 64)
    Val=1: condition done when object is powered.
    Val=0: skip if object is unpowered
  • Bit 7 (value = 128)
    Val=1: condition done when object is not locked down.
    Val=0: skip if object is locked down
  • Bit 8 (value = 256)
    Val=1: condition done when object is locked down.
    Val=0: skip if object is not locked down
  • Bit 9 (value = 512)
    Val=1: condition done when movement inputs are pressed.
    Val=0: skip if movement inputs not pressed.
  • Bit 10 (value = 1024)
    Val=1: condition done when movement inputs are not pressed.
    Val=0: skip if movement inputs are pressed.

AllowedControlsWhenTugged = 7
Bit Mask for which controls are allowed while this object is being Tugged. Valid values:
  • 1: Allow hop out of vehicle (subject to normal hop out rules)
  • 2: Allow bailout of vehicle (subject to normal bailout rules)
  • 4: Allow weapon cycling (next/prev)
  • 8: Allow pitch/steering (i.e. controls normally on mouse)
  • 16: Allow weapon firing & special weapon use

PersonRetreatRecycleDist = 25.0f
For Class Person: How far it must be from the Recycler to be recycled.

EngineSoundOnlyWhenPiloted = false
If true, won't do Engine sound effects when not Piloted.

EngineSoundWhenDeployed = true
If false, won't do Engine sound effects when Deployed.

BailSound = "bail.wav"
Sound file played when this object Bails out.

CollideTerrainSound = "collide03.wav"
Sound file played when this object collides with Terrain.

CollideBldgSound = "collide02.wav"

CollideOtherSound = "collide01.wav"

ExplodeSound = ""
The sound when this craft Explodes.

UserCockpitSound = ""
If specified, the ambient sound when the user is driving this Craft and is in Cockpit View.

AI Unit Message


These are .wav sound files, can be anything. Specified with file extension such as: "blah.wav".
selectOtherMsg = ""
Selection Message of the unit while it is doing "Other". Fallback for other Select* messages if they are not present.

selectWaitMsg = ""
Selection Message of the unit while it is Idle.

selectGoMsg = ""
Selection Message of the unit while it is in State: Goto, or GoObject.

selectFollowMsg = ""
Selection Message of the unit while it is Following something.

selectAttackMsg = ""
Selection Message of the unit while it is Attacking something.

selectPickupMsg = ""
Selection Message of the unit while it is Pickuping Up. E.g. Scavengers.

selectDropoffMsg = ""
Selection Message of the unit while it is Dropping off. E.G. Scavengers.

selectDeployMsg = ""
Selection Message of the unit while it is Deploying.

selectUser1Msg = ""
Selection Message of the unit while it is in USTATE. This is a special case mode used by certain classes such as Mine Layers or Scavengers.

selectUser2Msg = ""
Selection Message of the unit while it is in USTATE2. This is a special case mode used by certain classes such as Mine Layers or Scavengers.

otherMsg = ""
Message given when the unit is ordered to do Other. Default fallback for the rest of the following.

goMsg = ""
Message given when the unit is ordered to Goto a spot on the ground.

goObjectMsg = ""
Message given when the unit is ordered to Goto an Object, e.g. Nav.

followMsg = ""
Message given when the unit is ordered to Follow another object.

followMeMsg = ""
Message given when the unit is ordered to Follow Me. Default is followMsg if not specified.

attackMsg = ""
Message given when the unit is ordered to Attack.

repairMsg = ""
Message given when the unit is ordered to Get Repair.

reloadMsg = ""
Message given when the unit is ordered to Get Reload.

rescueMsg = ""
Message given when the unit is ordered to Pick Me Up.

recycleMsg = ""
Message given when the unit is ordered to Recycle.

holdMsg = ""
Message given when the unit is ordered to Hold.

user1Msg = ""
Message given when the unit is ordered to do USTATE. Used by: ConstructionRig, DeployBuilding, DeployBuildingH, Minelayer, Scavenger, ScavengerH.

user2Msg = ""
Message given when the unit is ordered to do USTATE2. Used by: ConstructionRig, Minelayer, Scavenger, ScavengerH.

deployedMsg = ""
Message given when the unit is fully Deployed.

packedMsg = ""
Message given when the unit is fully Undeployed.

killedMsg = ""
Message given when the unit's current ATTACK target is dead.

modeText0 .. modeText32 = ""
If specified, these override the menu Text for the Command Panel's actions. Values are:
  • MODE_NONE = 0,
  • MODE_GO = 1,
  • MODE_FOLLOW = 2,
  • MODE_PICKUP = 3,
  • MODE_DROPOFF = 4,
  • MODE_DEPLOY = 5,
  • MODE_UNDEPLOY = 6,
  • MODE_RESCUE = 7,
  • MODE_RECYCLE = 8,
  • MODE_GO_TO_NAV = 9,
  • MODE_SCAVENGE = 10,
  • MODE_HUNT = 11,
  • MODE_ATTACK = 12,
  • MODE_HOLD = 13,
  • MODE_LAY_MINES = 14,
  • MODE_DEFEND_BASE = 15,
  • MODE_SERVICE = 16,
  • MODE_UPGRADE = 17,
  • MODE_DEMOLISH = 18,
  • MODE_POWER = 19,
  • MODE_BUILD = 20,
  • MODE_LAUNCHBOMB = 21,
  • MODE_CANCELBOMB = 22,
  • MODE_SPLIT_GROUP = 23,
  • MODE_SELECT_NAV = 24,
  • MODE_PLACE_NAV = 25,
  • MODE_SELECT_SINGLE = 26,
  • MODE_VIEW_UNITS = 27,
  • MODE_MORPH_SETDEPLOYED = 28,
  • MODE_MORPH_SETUNDEPLOYED = 29,
  • MODE_MORPH_UNLOCK = 30,
  • MODE_BAILOUT = 31,
  • MODE_BUILD_ROTATE = 32

AI Task Settings. These must be a valid AI Task.
attackTask = ""
defendTask = ""
waitTask = ""
specialTask = ""
subAttackTask = ""

subAttackClass = "NNN"
This contains 3 letters which determine settings for how the AI behaves when Attacking. Valid Values for the first letter are:
  • N = Only attack Ground targets.
  • A = Attack Flying targets too.
Values for second letter are:
  • N = Attack when Undeployed.
  • D = Deploy to Attack.
Values for the third letter are:
  • N = Use EngageRange for Attacking.
  • S = Use Weapon's aiRange for Attacking.

GetInRaceMask = -1
Bitmask of what Race letters are allowed to Hop into this craft.

AIOnly = false
If true, Players cannot hop into this Object.
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