GameObjectClass P5: Model Settings

  • [GameObjectClass]

    geometryName = ""
    This object's Model file name. Can be .XSI or .FBX.

    geometryScale = 1.0f
    This model's Scale.
    Note: Skinned meshes do not scale well.

    mrmFactor = 0
    Depreciated, old method of LOD for Skinned meshes.

    animCount = 0
    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.

    cockpitName = ""
    Model file name for the Cockpit model. Can be .XSI or .FBX

    cockpitScale = 1.0
    Scale for Cockpit Model.

    animCountCockpit = 0
    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.

    collisionName = ""
    If specified, this is used as the collision model.
    Note: This overrides default collision, or any __c meshes in the geometryName mesh.

    collisionScale = 1.0
    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.

    EffectsMask = 65535
    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.

    InitAnimation = ""
    Animation name for an animation that plays on initial creation.

    RunAnimation = ""
    Animation name for an animation that plays after creation.

    InitAnimIsLooped = false
    Sets if the InitAnimation is looping or 1-way.

    RunAnimIsLooped = true
    Sets if the RunAnimation is looping or 1-way.

    turretCount = 0
    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.

    NumChunks = -1
    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].

    crashName = ""
    Model file name for the Crash model.
    Note: Only applies to Class: Building. Class Craft is read under [CraftClass].

    crashScale = 1.0
    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.
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