PowerUpClass
Classlabel: "powerup"
Class Tree: Entity->GameObject->PowerUp
Description:
Powerups are objects that can be picked up. They're also mobile and can be pushed by Explosion Kick or launched from an Armory.
Default ODF Properties:
Recommneded AI Process:
ODF Properties:
Class Tree: Entity->GameObject->PowerUp
Description:
Powerups are objects that can be picked up. They're also mobile and can be pushed by Explosion Kick or launched from an Armory.
Default ODF Properties:
[GameObjectClass]
hitType = 3 //HIT_TYPE_VEHICLE
canCollide = true
boxCollide = false
Recommneded AI Process:
aiName = "PowerUpProcess"
ODF Properties:
-
[PowerUpClass]
soundPickup = ""
soundReject = ""
Physics properties when Moving:
alphaDamp = 2.0f; alphaTrack = 5.0f; pitchThrust = 0.5f; rollStrafe = 0.5f; omegaSpin = 2.0f; omegaTurn = 1.5f; alphaSteer = 2.0f; velocForward = 15.0f; velocReverse = 10.0f; velocStrafe = 10.0f; accelThrust = 10.0f;
Physics properties when Stationary:
StationaryAlphaDampX = 10.0f; StationaryAlphaDampY = 10.0f; StationaryAlphaDampZ = 10.0f; StationaryAlphaTrackX = 25.0f; StationaryAlphaTrackY = 20.0f; StationaryAlphaTrackZ = 25.0f; StationaryVelocDampX = 5.0f; StationaryVelocDampY = 5.0f; StationaryVelocDampZ = 5.0f;
FLOAT_HEIGHT = 1.0f
LIFT_SPRING = 25.0f
LIFT_DAMP = 7.0f
SlowFall = true
FallSpeed = 10.0f
ExplodeEndOfLifespan = true
HitMask = 2147483647
-
1 : Craft
-
2 : Person
-
4 : Building
-
8 : PoweredBuilding
-
16 : Deployable
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32 : Morphtank
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64 : TurretCraft
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128 : ServiceTruck
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256 : TrackedVehicle
- 512 : Walker
ExplodeOnBadHit = false
DestroyOnBadHit = false
PowerupClassMask = 0
PowerupClassMatch = 0
PowerupClassProvides = 0
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1 : Craft