GameObjectClass P2: General Settings 2

  • [GameObjectClass]

    SingletonGroup = false
    If true: GroupPanel (F Slots) can only select this group by itself, no others.

    IdenticalGroup = false
    If true: GroupPanel (F Slots) can only select this group with identical groups.
    Note: Bomber class defaults to true.

    DAMAGE_SCALE = 0.05f
    This is a modifier of how much velocity is translated into damage upon collision.
    Calculation: ((Damage_Scale * massDifference * relativeVelocity) - 10) * armorRatio * shieldRatio
    armorRatio: N = 1.0, L = 0.75, H = 0.5
    shieldRatio: N, A = 1.0, S = 0.75, D = 0.5.

    Mass = -1.0f
    This is the amount of mass an object has. If <= 0, it uses the default of Sphere(Width * Height * Breadth) * 800.0f. You can open an ascii-saved .sav or .bzn file with notepad to determine what existing objects have by default.

    allowTLI = true
    If true, allows Target Lead Indicator (TLI) on this object, assuming Server and Player preferences allow it.

    allowMDMCollisionDetonation = -1
    This is a setting for if BounceBombs (MDM Mortar) explode upon contact with this object.
    Valid values are: -1 = auto (== hit non-building), 0 = never, 1 = always. [Applies to all bouncebombs.]

    enableServiceTruckPull = -1
    Valid values are: -1 = auto, 0 = never, 1 = always pull this object when Service Truck serviced if moveable. Auto is classic behavior that this must be moveable & tuggable.

    serviceTruckAutoHeal = -1
    This is a setting that controls if a Service Truck will automatically heal this object type.
    Valid values are: -1 = auto, 0 = never, 1 = always heal this.
    Note: Setting this to 1 will cause Service Trucks to always heal this object, even if it does not meet their category requirements under [ServiceTruck]/[ServiceTruckH].

    Lifespan = -1.0f
    If this is >= 0, this is how many seconds, from creation, until the object is destroyed.

    CanAcceptPowerups = true
    If this is true, it can accept powerups. False if not.

    AcceptPowerupMask = 127
    Bit Mask for what kind of Powerups this object can accept. Bitmask values:
    • 1 = NONE
    • 2 = CAMERAPOD
    • 4 = DAYWRECKER
    • 8 = FLAGOBJECT
    • 16 = MONEY
    • 32 = SERVICE
    • 64 = WEAPON

    DeployedPowerupMask = 127
    Bit Mask for what kind of Powerups can be accepted while Deployed. Refer to list above for values.

    PowerupRaceMask = 134217727
    Bit Mask for which race's Powerups this object can accept. 27 total Bits, from a ... z, plus one for Powerups that don't start with a letter.

    DeployedPowerupRaceMask = 134217727
    Bit Mask for which race's Powerups this object can accept while Deployed. See above for values.

    MaxChromeDistance = 0.0f
    If this is > 0, it will disable the Chrome effect of morphing/building when this object is that distance from the Camera.

    ExplosionEnergy = 1000.0f
    How much Energy is passed into the Explosion.
    Note: Only applies to Class: Building. Class Craft is read under [CraftClass].

    xplChunk = ""
    Explosion Class ODF for when a Chunk hits the ground. Default is the race's *explosion.odf's value for xplChunk.
    Note: Only applies to Class: Building. Class Craft is read under [CraftClass].

    xplCrash = ""
    Explosion Class ODF for when the vehicle Crash model hits the ground. Default is the race's *explosion.odf's value for xplCrash.
    Note: Only applies to Class: Building. Class Craft is read under [CraftClass].

    ExplodeSound = ""
    The sound when this object Explodes.
    Note: Only applies to Class: Building. Class Craft is read under [CraftClass].

    LeaveExplodeScorch = true
    If false, won't darken the ground when it explodes.
    Note: Only applies to Class: Building. Class Craft is read under [CraftClass].

    LightsOnlyWhenPiloted = false
    If true, lights will be disabled when the craft has no Pilot, and toggle back on when a Pilot hops into it.

    AlwaysShowAmmo = false
    If true, it will display the Ammo bar under Health, even if the object is an Enemy.

    SmartIsAirUnitCheck = true
    If true, then it only considers Artillary, Bomber, APC, and SAV as "Flying". If false, it uses the isFlying flag which when the craft is greater than 2 * setAltitude from the ground.

    AllowFactoryCustomizations = true
    If false, this object can't be modified in the Factory Panel.

    StayWithOwner = false
    If this is true, objects that perform Construction in a TeamPlay game such as Class: Scavenger, ScavengerH, DeployBuilding, DeployBuildingH, ConstructionRig, will build the object on the same Team as the current owner, instead of it swapping to the Commander's Team.

    AllowUndergroundSpawn = false
    If this is false, objects with models that extend below terrain will be forced up if they are spawned via Script. If true, will spawn with the model's root position at terrain height. Default is true for Class: Building.

    UseCollisionMeshForPathing = -1
    If this is 0, it won't use collisionMesh for pathing, if it is 1, it will use the CollisionMesh for pathing. Default is -1, which is true for isTerrain objects.

    FactoryCustomizationMask = 2147483647
    Bit Mask for which Weapon Slots are editable in the Factory Panel. Valid values are:
    • 1 = Weapon Slot 1
    • 2 = Weapon Slot 2
    • 4 = Weapon Slot 3
    • 8 = Weapon Slot 4

    PowerupSlotAcceptMask = 2147483647
    Bit Mask for which Weapon Slots can accept Powerups. Valid values are:
    • 1 = Weapon Slot 1
    • 2 = Weapon Slot 2
    • 4 = Weapon Slot 3
    • 8 = Weapon Slot 4

    AlignTerrainReplaceType = 0
    Controls how the object snaps to terrain squares. Valid values are 0 - 5.
    Some experimentation required.

    DeployOnBuild = -1
    Setting for if this object sets a Deploy state upon initial creation. 0 is force Undeploy. 1 is force Deploy.
    Note: Bombers and APCs ignore this setting.

    VehicleSearchFilter = 0
    Filter for what types of targets this object attacks. Valid values are:
    • 0 = Vehicle
    • 1 = Person
    • 2 = Vehicle+Person+Animal
    • 3 = Plant
    • 4 = Building
    Note: Do not laugh at the plants, they will kill you.

    TerrainBlendRadius = 0
    Setting for how many vertices around the boarder of a Building get blended to it's height. Larger values means smoother blending. Default is 3 for Class: Building.

    MaxPostExplosionVelocity = -1
    Maximum velocity able to be added to an object from an Explosion. Default is 250% velocForward for Class: Tracked, and 50.0m/s for everything else. This is used with DamageIfVelocityClamped to calculate Damage from excess Velocity.

    DamageIfVelocityClamped = 0.05
    Amount of health lost if Velocity is clamped by maxPostExplosionVelocity.

    GameObjectClassServiceMask = 0
    Bit Mask for use with [SupplyDepotClass]::SupplyDepotClassServiceProvides to allow service.

    GameObjectClassServiceMatch = 0
    Bit Mask for use with GameObjectClassServiceMask and [SupplyDepotClass]::SupplyDepotClassServiceProvides to allow service.

    GameObjectClassServiceProvides = 0
    Bit Mask for what use with [SupplyDepotClass]::SupplyDepotClassServiceMask and [SupplyDepotClass]::SupplyDepotClassServiceMatch to allow service.

    GameObjectClassPowerUpMask = 0
    Bit Mask for use with [PowerupClass]::PowerupClassProvides to allow pickup.

    GameObjectClassPowerUpMatch = 0
    Bit Mask for use with PowerupClassMask and [PowerupClass]::PowerupClassProvides to allow pickup.

    GameObjectClassPowerUpProvides = 0
    Bit Mask for what use with [PowerupClass]::PowerupClassMask and [PowerupClass]::PowerupClassMatch to allow pickup.
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