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Jedi-Academy/base/ext_data/vehicles/template.veh
2013-04-04 14:32:05 -07:00

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