PlantClass

Classlabel: "bush" or "plant"

Class Tree: Entity->GameObject->Building->Plant

Description:
Plants are classes that can be shot down/driven over, and then re-grow after a period of time.

Default ODF Properties:
[GameObjectClass]
canDetect = false
canInteract = false
canCollide = false

ODF Properties:
  • [PlantClass]

    standUp = false
    If true, forces it to be straight up, otherwise aligns up perpendicular to Terrain.

    TransparentGrow = false
    If true, Top of growth is transparent.

    TransparentFall = true
    If true, Fall fades to transparent after it falls.

    TransparentBurn = true
    If true, top of Burn is transparent.

    deadTime = -1
    How long it stays Dead before regrowing.

    growTime = 4.0f
    Time in seconds it takes to Grow.

    typeOfDeath = 0
    Type of Death used. Valid values are: 0 = None, 1 = Explode, 2 = Fall, 3 = Burn, 4 = Collision Fall & Shot Burn.

    fallTime = 4.0f
    Time in seconds it takes to Fall.

    burnTime = 20.0f
    Time in seconds it takes to Burn.

    hitRadius = -1
    Hit Radius to trigger death. If -1 it uses ObjectSphere Height.

    bigFlame = ""
    Flame Effect used for the Burn.

    darkRadius = -1
    If this is > 0, the radius it Darkens the ground under it when placed.

    darkScale = -1
    Multiplier for how much it darkens the ground under it.

    UseExplosionsOnFall = false
    If this is true, it reads and uses the following:

    hitGroundName = ""
    ODF name of the Explosion Class used when this plant falls and hits the Ground.

    hitByCarName = ""
    ODF name of the Explosion Class used when this plant is hit by a Vehicle.

    hitByBulletName = ""
    ODF name of the Explosion Class used when this plant is hit by an Ordnance.

    smallFlame = ""
    ODF name of the Explosion Class used to make rings of fire along the tree when it Burns.

Bush Class:

  • [BushClass]

    SwayingAmp = 5.0f
    Swaying Amplitude.

    SwayingFrec = 8.0f
    Swaying Frequency.

    SwayingDirX = 1.0
    Swaying Direction on the X Axis.

    SwayingDirZ = 1.0
    Swaying Direction on the Z Axis.
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