[GameObjectClass]
This object's Model file name. Can be .XSI or .FBX.
This model's Scale.
Note:
Skinned meshes do not scale well.
Depreciated, old method of LOD for Skinned meshes.
Number of Animations to load for this object.
animName1 ... animName# = ""
Name for Animation. Some classes play animations on their own. See list of supported AnimNames
for each Class.
animFile1 ... animFile# = ""
Model file name for the specified Animation. Can be .XSI or .FBX
Note:
You can use
.XSI files with a .FBX geometryName, as long as the hierarchy matches.
Model file name for the Cockpit model. Can be .XSI or .FBX
Scale for Cockpit Model.
Number of Animations to load for Cockpit model.
animNameCockpit1 ... animNameCockpit# = ""
Name for Animation. See list of supported AnimNames for each Class.
animFileCockpit1 ... animFileCockpit# = ""
Model file name for the specified Animation. Can be .XSI or .FBX
Note:
You can use
.XSI files with a .FBX cockpitName, as long as the hierarchy matches.
If specified, this is used as the collision model.
Note:
This overrides default
collision, or any __c meshes in the geometryName mesh.
Scale for collisionName mesh.
lightHard1 ... lightHard8 = ""
This is the model hard point name for the Light. Must be a valid model piece name, no other
name restrictions. Typically "HP_Light_#".
lightName1 ... lightName8
This is the ODF name for the corresponding light.
effectHard1 ... effectHard16 = ""
Model hard point for this Effect. No naming restrictions, but conventionally
"HP_Emit_#"
effectName1 ... effectName16
This is the Render name for the Effect.
effectMinAltitude1 ... effectMinAltitude16 = -1e30
Minimum altitude below ground / water that this effect renders.
effectMaxAltitude1 ... effectMaxAltitude16 = 1e30
Maximum altitude above ground / water that this effect renders.
effectMinVelocity1 ... effectMinVelocity16 = -1.0f
If this is >= 0: The minimum velocity this object has to be moving for this effect to
render.
effectMaxVelocity1 ... effectMaxVelocity16 = -1.0f
If this is >= 0: The maximum velocity this object can be moving for the effect to
render.
effectMinHealth1 ... effectMinHealth16 = -1.0f
If this is >= 0: The minimum Health Ratio for this effect to render. Valid values are -1.0
... 1.0
effectMaxHealth1 ... effectMaxHealth16 = -1.0f
If this is >= 0: The maximum Health Ratio for this effect to render. Valid values are -1.0
... 1.0
effectMinAmmo1 ... effectMinAmmo16 = -1.0f
If this is >= 0: The minimum Ammo Ratio for this effect to render. Valid values are -1.0
... 1.0
effectMaxAmmo1 ... effectMaxAmmo16 = -1.0f
If this is >= 0: The maximum Ammo Ratio for this effect to render. Valid values are -1.0
... 1.0
effectFlags1 ... effectFlags16
If this is >= 0: Bit Mask for Effect Flags for this effect to render. Values listed
below:
-
Bit 0 (value = 1)
Val=1: effect enabled when craft is empty.
Val=0: effect disabled
if craft is empty
-
Bit 1 (value = 2)
Val=1: effect enabled when craft is occupied by AI.
Val=0: effect
disabled if craft is not occupied by AI
-
Bit 2 (value = 4)
Val=1: effect enabled when craft is occupied by a player.
Val=0:
effect disabled if craft is not occupied by a player.
-
Bit 3 (value = 8)
Val=1: effect enabled when craft is undeployed.
Val=0: effect
disabled if craft is deployed
- bit flag is skipped if not a craft
-
Bit 4 (value = 16)
Val=1: effect enabled when craft is deployed.
Val=0: effect
disabled if craft is undeployed
- bit flag is skipped if not a craft
-
Bit 5 (value = 32)
Val=1: effect enabled when object is unpowered.
Val=0: effect
disabled if object is powered
-
Bit 6 (value = 64)
Val=1: effect enabled when object is powered.
Val=0: effect
disabled if object is unpowered
-
Bit 7 (value = 128)
Val=1: effect enabled when object is not locked down.
Val=0:
effect disabled if object is locked down
-
Bit 8 (value = 256)
Val=1: effect enabled when object is locked down.
Val=0: effect
disabled 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.
Note:
There are 31 bits total, the higher bits aren't currently used.
Starting Effect mask. Bit Mask of which Effects are enabled.
Note:
Mission Scripts
can change the Effect Mask.
LightsOnEffectsMask = 65535
Bit Mask for toggling effects when lights are turned on.
Note:
Only disables
effects.
LightsOffEffectsMask = 65535
Bit Mask for toggling effects when lights are turned off.
Note:
Only disables
effects.
Animation name for an animation that plays on initial creation.
Animation name for an animation that plays after creation.
Sets if the InitAnimation is looping or 1-way.
Sets if the RunAnimation is looping or 1-way.
How many Turret components this object has. Max is 8
Note:
The first turretName is
horizontal (Y), all other turrets are Vertical (X).
turretName1 ... turretName8
Model piece names for the turret objects.
Total number of Chunks to generate.
Note:
Only applies to Class: Building. Class
Craft is read under [CraftClass].
NumChunks1 ... NumChunks5 = -1
Number of Chunks per type. Max of 10 for each type.
Note:
Only applies to Class:
Building. Class Craft is read under [CraftClass].
Note: Default is calculated based on bounding
box, capped to 25.
chunkEffect1 ... chunkEffect5 = "iochnk01.fbx" ... "iochnk05.fbx"
Model file name for each Chunk. Can be .XSI or .FBX.
Note:
Only applies to Class:
Building. Class Craft is read under [CraftClass].
chunkScale1 ... chunkScale5 = 1.0
Scale for each chunkEffect# model.
Note:
Only applies to Class: Building. Class
Craft is read under [CraftClass].
Model file name for the Crash model.
Note:
Only applies to Class: Building. Class
Craft is read under [CraftClass].
Scale of the crashName model.
Note:
Only applies to Class: Building. Class Craft is
read under [CraftClass].
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.
Note:
Only
applies to Class: Building. Class Craft is read under [CraftClass].
SeparateChunkEffect1 ... SeparateChunkEffect5 = ""iochnk01.fbx" ...
"iochnk05.fbx"
Model file names for separate chunks. Can be .XSI or .FBX.
Note:
Only applies to
Class: Building. Class Craft is read under [CraftClass].
SeparateChunkScale1 ... SeparateChunkScale5 = 1.0
Scale for separateChunkEffect# models.
Note:
Only applies to Class: Building. Class
Craft is read under [CraftClass].
UseVehicleCrashOnDeath = true
If false, won't generate a Crash model. Default is false for Class: Torpedo, Walker, non-hover
Constructor.