OrdnanceClass

Classlabel: "ordnance"

Class Tree: Entity->Ordnance

Description:
Ordnance is the root class for all the Entities launched by WeaponClass ordName.

ODF Properties:
  • [OrdnanceClass]

    shotGeometry = ""
    This Ordnance's Model file name. Can be .XSI or .FBX.

    shotScale = 1.0f
    This model's Scale.
    Note: This is used instead of geometryScale for shotGeometry.

    shotRadius = 0.0f
    The radius that this Ordnance can impact something. Basically it's collision radius size.
    Note: This ODF parameter is NOT supported by ODF Inheritance.

    LifespanBeforeCollidesWithOwner = 0.2f
    How long it must exist before it can Collide with the object that shot it.

    shotSound = ""
    Sound file played by this Ordnance.

    xplGround = ""
    ODF name for the Explosion Class for hitting the Ground.

    xplVehicle = ""
    ODF name for the Explosion Class for hitting a Craft.

    xplPerson = ""
    ODF name for the Explosion Class for hitting a Person. Defaults to xplVehicle if not specified.

    xplBuilding = ""
    ODF name for the Explosion Class for hitting a Building.

    xplExpire = ""
    ODF name for the Explosion Class for when this Ordnance expires before hitting something.

    ammoCost = 0
    Ammo cost per second.

    lifeSpan = 1e30
    Time in seconds this ordnance exists.

    shotSpeed = 0.0f
    Speed in m/s of this ordnance.
    Note: The aiRange of the WeaponClass defaults to lifeSpan * shotSpeed.

    IsArcing = false
    If this is true, the AI will aim higher.

    LeadPositionMinTime = 0.0f
    Minimum amount of time it will lead the shot. Used by Popper/RadarPopper class.

    LeadPositionMaxTime = 60.0f
    Maximum amount of time it will lead the shot. Used by Popper/RadarPopper class.

    renderName = ""
    Render effect name for this Ordnance.

    RestoreFxSavegame = true
    RestoreFxLockstep = false
    RestoreFxVisual = true
    Flags for if the Render Effect is restored on various Load states. Savegame is on a .sav load. Lockstep is SP. Visual is MP.

    damageValue(N) = 0
    Damage value done to objects with no Shield and Armor class N.

    damageValue(L) = 0
    Damage value done to objects with no Shield and Armor class L.

    damageValue(H) = 0
    Damage value done to objects with no Shield and Armor class H.

    damageValue(S) = 0
    Damage value done to objects with Shield class S.

    damageValue(D) = 0
    Damage value done to objects with Shield class D.

    damageValue(A) = 0
    Damage value done to objects with Shield class A.
On this page