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base/ext_data/vehicles/template.veh
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121
base/ext_data/vehicles/template.veh
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/*
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char *name; //unique name of the vehicle
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//general data
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vehicleType_t type; //what kind of vehicle
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int numHands; //if 2 hands, no weapons, if 1 hand, can use 1-handed weapons, if 0 hands, can use 2-handed weapons
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float lookPitch; //How far you can look up and down off the forward of the vehicle
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float lookYaw; //How far you can look left and right off the forward of the vehicle
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float length; //how long it is - used for body length traces when turning/moving?
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float width; //how wide it is - used for body length traces when turning/moving?
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float height; //how tall it is - used for body length traces when turning/moving?
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vec3_t centerOfGravity;//offset from origin: {forward, right, up} as a modifier on that dimension (-1.0f is all the way back, 1.0f is all the way forward)
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//speed stats
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float speedMax; //top speed
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float turboSpeed; //turbo speed
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float speedMin; //if < 0, can go in reverse
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float speedIdle; //what speed it drifts to when no accel/decel input is given
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float accelIdle; //if speedIdle > 0, how quickly it goes up to that speed
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float acceleration; //when pressing on accelerator
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float decelIdle; //when giving no input, how quickly it drops to speedIdle
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float strafePerc; //multiplier on current speed for strafing. If 1.0f, you can strafe at the same speed as you're going forward, 0.5 is half, 0 is no strafing
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//handling stats
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float bankingSpeed; //how quickly it pitches and rolls (not under player control)
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float rollLimit; //how far it can roll to either side
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float pitchLimit; //how far it can roll forward or backward
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float braking; //when pressing on decelerator
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float turningSpeed; //how quickly you can turn
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qboolean turnWhenStopped;//whether or not you can turn when not moving
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float traction; //how much your command input affects velocity
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float friction; //how much velocity is cut on its own
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float maxSlope; //the max slope that it can go up with control
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//durability stats
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int mass; //for momentum and impact force (player mass is 10)
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int armor; //total points of damage it can take
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float toughness; //modifies incoming damage, 1.0 is normal, 0.5 is half, etc. Simulates being made of tougher materials/construction
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//visuals & sounds
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char *model; //what model to use - if make it an NPC's primary model, don't need this?
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char *skin; //what skin to use - if make it an NPC's primary model, don't need this?
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int riderAnim; //what animation the rider uses
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char *soundOn; //sound to play when get on it
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char *soundLoop; //sound to loop while riding it
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char *soundOff; //sound to play when get off
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char *exhaustFX; //exhaust effect, played from "*exhaust" bolt(s)
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char *trailFX; //trail effect, played from "*trail" bolt(s)
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char *impactFX; //impact effect, for when it bumps into something
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char *explodeFX; //explosion effect, for when it blows up (should have the sound built into explosion effect)
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//other misc stats
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int gravity; //normal is 800
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float hoverHeight; //if 0, it's a ground vehicle
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float hoverStrength; //how hard it pushes off ground when less than hover height... causes "bounce", like shocks
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qboolean waterProof; //can drive underwater if it has to
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float bouyancy; //when in water, how high it floats (1 is neutral bouyancy)
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int fuelMax; //how much fuel it can hold (capacity)
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int fuelRate; //how quickly is uses up fuel
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int visibility; //for sight alerts
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int loudness; //for sound alerts
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float explosionRadius;//range of explosion
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int explosionDamage;//damage of explosion
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int maxPassengers; // The max number of passengers this vehicle may have (Default = 0).
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qboolean hideRider; // rider (and passengers?) should not be drawn
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qboolean killRiderOnDeath;//if rider is on vehicle when it dies, they should die
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qboolean flammable; //whether or not the vehicle should catch on fire before it explodes
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int explosionDelay; //how long the vehicle should be on fire/dying before it explodes
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//camera stuff
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qboolean cameraOverride; //whether or not to use all of the following 3rd person camera override values
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float cameraRange; //how far back the camera should be - normal is 80
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float cameraVertOffset;//how high over the vehicle origin the camera should be - normal is 16
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float cameraHorzOffset;//how far to left/right (negative/positive) of of the vehicle origin the camera should be - normal is 0
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float cameraPitchOffset;//a modifier on the camera's pitch (up/down angle) to the vehicle - normal is 0
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float cameraFOV; //third person camera FOV, default is 80
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qboolean cameraAlpha; //fade out the vehicle if it's in the way of the crosshair
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{
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name tie-fighter
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type VH_FIGHTER
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numHands 2
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lookYaw 45
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length 128
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width 32
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height 32
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centerOfGravity "-0.222 0 0"
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speedMax 1400
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turboSpeed 2000
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speedMin -100
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acceleration 20
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decelIdle 0
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strafePerc 0.0
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bankingSpeed 0.5
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rollLimit 45
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pitchLimit 80
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braking 20
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turningSpeed 5
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turnWhenStopped 0
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traction 12
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friction 0.5
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maxSlope 0.65
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mass 2000
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armor 800
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toughness 3.5
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model x-wing
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riderAnim BOTH_VS_IDLE
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soundOn "sound/ships/swoop/on.mp3"
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soundLoop "sound/ships/swoop/loop.wav"
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exhaustFX "ships/burner"
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impactFX "ships/scrape_sparks"
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explodeFX "ships/ship_explosion2"
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hoverHeight 80
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hoverStrength 10
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explosionRadius 400
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explosionDamage 1000
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}
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*/
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