GameObjectClass P1: General Settings

All objects that are derived from GameObject Class have the following properties.

ODF Properties:
  • [GameObjectClass]

    baseName = ""
    baseName is used to override an object's base type identification. This is a quick way to set an object's F-Group unit Icon, Info key card, and Status display image name. By default, baseName will default to the file name of the ODF. For instance: ivmytank.odf will by default look for ivmytank.inf for it's Info card, icon_ivmytank.dds for it's unit icon, and wire_ivmytank.dds for it's status display image. Setting baseName = "ivtank" will make it try to use ivtank.inf, icon_ivtank.dds, and wire_ivtank.dds respectively. Though these can be overridden individually per ODF, this provides a quick and easy way to specify this object's base type.

    unitName = ""
    This object's Name. This is what is displayed over the object's head, in the build menu, and Factory terminal panel. This string is also passed through the Translation table for localization.

    unitIcon = "icon_baseName.tga"
    This is the icon image that appears in the unit's F group. Default is the gCfg (baseName).
    Note: This setting is not ODF Inherited.

    unitStatus = "wire_baseName.tga"
    This is the status image that appears above the weapons panel. Default is the gCfg (baseName).
    Note: This setting is not ODF Inherited.

    infoName = "baseName.inf"
    This is the Info key card that comes up when you press the Interact key while looking at an object. If not specified, it looks for the ODF name, with .inf extension. If that is not found, it looks for baseName with .inf extension.

    ignoreMissingInf = false
    If this is true, it will squelch the warnings about missing .inf files from this odf.
    Note: This is not ODF Inherited.

    canInteract = true
    Determines if this object can be interacted with. Controls info card key interaction, point-space reticle interaction, being able to see health/ammo when looking at the object, etc.
    Note: Default is false for: Boid, Terrain, Computer, CNozzle, KingofHill, ObjectSpawn, Person, Plant, Bush, Scrap.

    nation = race letter determined by the first character of the object's ODF
    name.
    This setting controls the default setting for if Factory/Constructor Chrome effect is used, and which type of Walker hierarchy is used. Both of these can be specified in their respective ODF Class sections, however.
    Note: This setting is old, and only supports i and f.

    ownsTerrain = false
    If this object owns the terrain it is on. This registers this object's collision with the terrain cluster's collision map.
    Note: Default is true for Buildings with terrain__h as their root mesh, or tunnelCount > 0.

    isTerrain = false
    Sets if this object is a terrain replacing object. If true,
    Note: Default is true for Class: Terrain, Computer, CNozzle, and Buildings with terrain__h as the root model piece.

    needPilot = false
    If this object has a pilot inside of it.
    Note: Default is true for Craft. Only valid for Craft and Vehicle types. (Gun Towers are a Craft)

    playerOnly = false
    If this is true, only the Player can hop into this object.

    canDetect = true
    If true, this object can be seen on Radar.
    Note: False for Class: Boid, Terrain, Computer, CNozzle, KingofHill, ObjectSpawn, Person, Plant, Bush,

    canSnipe = false
    If true, this object can be sniped.
    Note: Defaults to true for Class: Craft, except for: AssaultTank, AssaultHover, SAV, Tracked, Turret, Walker.

    canCollide = false
    Controls if this object can be collided with.
    Note: Defaults to true for Class: Craft, Flag, Mine, Powerup, Torpedo.

    boxCollide = true
    This changes the collision type to Box type, similar to Battlezone 1's vehicle collisions. It uses a rectangle box that uses the extents of each axis on the model to determine length,width, and height.
    Note: Default is false for Class: Craft, Person, Powerup, Torpedo.

    isAssault = false
    This flags if this object should be considered for "Assault mode" when it is attacked. Certain AI Processes will use weapon hard points that are set as Assault, and morphtanks will Morph to Assault mode to attack objects with isAssault = true.
    Note: Default is true for Class: Building, Tracked, Turret, Walker.

    isSingle = false
    If this is true, you can only Build one of this item on your team.
    Note: Default is true for Class: Armory, Baracks, BomberBay, Bomber, CommTower, Factory, Recycler, RecyclerVehicle, RecyclerVehicleH, SupplyDepot.

    isGrouped = false
    If this is true, this object is placed in an F-Group slot.
    Note: Default is true for Class: Craft, except for: Person, Turret.

    needGroup = false
    If this is true, this object needs a valid available F-Group to be able to Build it.
    Note: Defaults true for Class: BomberBay, and Craft, except for: Person, Turret.

    isLimited = false
    If this object counts against the MP Unit Limit.
    Note: Default is true for Class: Craft, except for: Person.

    needLimit = false
    If this object needs a free MP Unit Limit slot to Build it.
    Note: Default is true for Class: Craft, except for: Person.

    limitClass1 ... limitClass32 = ""
    This is the provideName that this object limits against for the Team.

    limitClass1Count ... limitClass32Count = 0
    This is how many of the corresponding limitClass# are allowed on the Team.

    limitClass1Text ... limitClass32Text = ""
    This is the Text displayed when you try to Build an item that has reached it's LimitCount.

    teamLimitClass1 ... teamLimitClass32 = ""
    This is the provideName that this object limits against for the entire Team Group.

    teamLimitClass1Count ... teamLimitClass32Count = 0
    This is how many of the corresponding teamLimitClass# are allowed on the Team Group.

    teamLimitClass1Text ... teamLimitClass32Text = ""
    This is the Text displayed when you try to Build an item that has reached it's teamLimitCount.

    isStealth = false
    Determines if this object can be seen on Radar and Targeted with out line of sight.

    CanSelect = true
    If this object can be Selected via F-Slot or point-space Reticle interaction.
    Note: Default is false for Class: CommBunker.

    NoShadow = false
    If this is true, the object doesn't cast a shadow.

    ClipDepth = true
    If false, this object doesn't perform depth clipping.

    Permanent = false
    If this is true, when the player who owns this object leaves an MP game, this object sticks around instead of exploding.

    AllowSeismic = true
    If this is false, this object is not moved by Class: Seismic.

    Tuggable = -1
    If this object can be picked up by a Tug.
    Valid values are: -1 = default behavior, 0 = never tuggable, 1 = always tuggable
    Note: Default is 0 for Class: Bomber, also Buildings, Tugs, and Turrets are never tuggable.

    ScanTeamLimit = 0
    Determines which team(s) can see this object on Radar. Also prevents AI from targeting it if they can't see it.
    Valid values are: 0 = all teams, 1 = same team only, 2 = allies only, 3 = never visible on Radar.
    Note: Default is 3 for Class: SpawnBuoy.

    PilotConfig = ""
    If specified, this is the ODF of the pilot this unit starts with. Default is the race's *spilo.

    alwaysClip = false
    Determines if this object should always clip?
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