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Author Topic:   Entity Commands
Random Chaos
Member
posted March 02, 2001 12:41 PM            
Peeeto, Dudymas, and myself have compiled a list of entity commands. I don't have the finalized list (Peeeto - email me it ). We are trying to get all of them identified as to what they do...any help would be welcome. I know what a fair number do...I just don't have the time to go through and do them all myself. The following is the list. Feel free to give descriptions of the commands...we need them - writing the descriptions takes the time. This is only a partial list - once I get the full one from Peeeto I'll post it. We need a description of what it does and what entity classes its used in.

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accelspeed = 15.0
addtime = GUI controler - ???
alphagrad = ??? - not sure what this does
alphagradbias = ??? - not sure what this does
altsound = Alternate sound
AmbientEntity = 0.2
AmbientTerrain = 1.0
ammo = Ammo of weapon
ammoadd = Adds ammo to the main weapon. Amount added is equal to the input value.
Base = Deals with size of object - not sure how though.
Blend = Blend mod of tecture with terrain (add/alpha)
bolton = 0,1,2,3 location of weapon emplement and base projectile launch pt.
bolton0 = x, y, z (Not sure what this position is used for)
bolton1 = x, y, z (Turret Weapon Mount)
bolton2 = x, y, z (Side Weapon Mount)
bolton3 = x, y, z (Rear Weapon Mount)
boltonammoadd = Adds ammo to your bolton weapon. Amount added is input value*weapon ammo.
bounce = Bounce amount - 0.0 = no bounce, 1.0 = full height bounce
BounceEvery = How often object bounces in seconds
BounceMin = Mininum bounce height
BounceSound = Sound made on bounce (call to ent file)
BounceThreshold = ??? - deals with bounce but not sure how.
buffersize = Size of buffer (see font entities)
charsx = Width of font.
charsy = Height of font.
CheckPointEntity = What mesh to use as the check point icon.
class = Base type of entity
Clickable = Is GUI object clickable? (0/1)
ClickColor = GUI controler - (R, G, B)
ClickSound = Sound on GUI click event.
collide = ??? - not sure what this does
colorfade = ??? - not sure what this does
ConstRotate = 0, 45, 0
ConstWave = 0, 0, 0
ConstWaveTime = 0
count =
crater = Radius of crater (see depth)
cullface = ??? - not sure what this does
CursorFlash = GUI controler - ???
CycleType = 0
damage = Damage to target on projectile hit - 1=100% of tank - can be greater than 1.0.
dampening = ??? - not sure what this does
DefaultVel = Default velocity (x, y, z) of obj.
depth = Depth of crater in units.
detailtexture = textures/TerrainMult4.bmp
Detonate = Does projectile detonate when TimeToLive is reached? (0/1)
DistanceScale = Sound dissapation over distance (lower is louder)
DMPeaShooter = Initial ammo of turret gun in DM.
DownType = GUI controler - Button Clicked Image
EcoCrud = thin1
EcoCrudForce = 10.0
edgetrans = ??? - not sure what this does
endfade = ??? - I think this controls the end fading of an expanding sphere (see endrad)
endrad = End size of expanding sphere - use with startrad
EngineSound1 = engine/tankrumble1.wav
EngineSound2 = engine/tanktreads.wav
EntityChainN = Calls entity (N=0..19)
EntityChainMode = Entity chain method (cycle, random)
EntityChainMultiply = Number of times each chained entity is called.
envlight = Not sure, but I think this controls whether the ambiant light is reflected.
envmode = Effects application of textures to mesh (none, texture, global, blend)
expand = Object expands? (0/1)
ExpandBBox = ??? - not sure what this does
expandstart = Start radius of expanding sphere
ExploDefol = Tree defoliation entity
ExploEnt = Explosion entity (default class = explo) Activated on ground/time hit.
ExploHitEnt = Explosion entity (default class = explo) Activated on target hit.
ExploKill = Tree death entity
Fade = Initial fade of mesh to background (number 0.0 to 1.0 - 0.0 is transparent)
fadebias = ??? - not sure what this does
FilterSky = ??? - not sure what this does (used in Skybox)
FireSoundEnt = Sound entity on weapon fire
FlyingTrailMode = 1.5
FlyingTrailTime = 0.05
FogColor = Fog color - (R, G, B)
followground = Does projectile follow the ground? (0/1)
FontType = What font to use (calls font entity)
FreqVariance = 0.3
Friction = 7.5
gravity = #
Gravity = 0, -10, 0
GroundOffset = -2.0
grow = Rate of expansion
guidebias = Angle vs Distance bias at launch for targeting.
guidemax = ??? - not sure what this does
guideramp = Max turn of missle for following.
guidespeed = ??? - not sure what this does
GunMesh = High res turret gun mesh
GunMesh1 = Med res turret gun mesh
GunMesh2 = Low res turret gun mesh
halfskybox = 1
healthfix = 0.4
Height = Size of object along z-axis
HitRadius = Radius of hit for a race check point.
Is2DSound = Is the sound 2D? (0/1)
kick = Amount of "push" the projectile does when hit. 1=100% of tank mass.
KnobType = GUI controler - ???
KnobWidth = GUI controler - Knob width
launchangle = Launch angle of Projectile (x, y, z)
launchcoord = Launch coordinate of Projectile (x, y, z_
launchinertia = Passed on inertia to projectile (1 = tank)
level = 0
lifespan = Time to live. For projectiles, in seconds. For everything else, in ms.
LightVector = Ambiant light source - for world map (x, y, z)
ListType = GUI controler - ???
lockon = ??? - not sure what this does
lodbias = ??? - not sure what this does
loop = Does sound loop? (0/1)
map = Font map ( abcdefghijklmnopqrstuvwxyz1234567890 .:,!?@#$%^&*()-+_=/\<>";[]' )
mass = Mass of obj. - seen used in explosions - not sure what this effects.
maxspeed = 50
mesh = High res mesh name
mesh1 = Med res mesh name
mesh2 = Low res mesh name
MeshOffset = Offset of the mesh (x, y, z)
mixedcase = Whether font is mixed case or not (0/1)
MMapClipBias = 0.9
MMapClipRad = 400
MMapEnemyColor = 1.0, 0.2, 0.0
MMapLineColor = 1, 1, 1
MMapLineWidth = 0.002
MMapOpacity = 0.5
MMapPlayerColor = 0.1, 0.7, 1.0
MMapScale = 0.0003
MMapTeamColor = 0.0, 1.0, 0.0
MMapX = 0.2
MMapY = 0.70
Name = Screen Name of Object
NextWeaponDelay = Time between weapon spawns.
OverColor = GUI controler - (R, G, B)
OverLinger = GUI controler - ???
particles = Number of mesh/textures emitted when calling an entity.
Perturb = ??? - not sure what this does
PerturbScale = ??? - not sure what this does
PerturbSpeed = ??? - not sure what this does
PitchScale = ??? - not sure what this does
power = ??? "hit strength"
Priority = Priority of the sound to play when there are multiple sounds being played.
projectile = Calls projectile entity
ProjectileType = Tank turret gun - what it fires.
PulseAmount = ??? - not sure what this does - GUI uses
PulseTime = ??? - not sure what this does - GUI uses
PushStartPoints = ??? - deals with race mode.
RacePeaShooter = Number of initial bullets in race mode
RandomRotate = Does texture randomly rotate? (0/1)
RandomTime =
RandVelAddMax = 15, 15, 15
RandVelAddMin = -15, 0, -15
reloadtime = Time to reload weapon in seconds
removetime = GUI controler - ???
RestOnGround = 1
rotateshift = Deals with rotation - not sure how - GUI
rotatespeed = Speed of rotation
rotatespeedz = Speed of z-axis of rotation
rotatetime = Deals with rotation - not sure how - GUI
Rotation = ??? Rotation of mesh (x, y, z)
RumbleSound = Sound file (.wav) of tank engine rumble (don't know if it can be used in a non-tank entity)
scale = Scaling multiplier to mesh (number)
scalematrix = Scaling of mesh differently on each axis (x, y, z) (see scale)
scorch = Amount of terrain scorch in crater zone. 0.0 = all black. 1.0 = no change.
SelectColor = GUI controler - (R, G, B)
sizebias = ???
skyboximages = skybox/scifi1
SmokeEnt = Smoke Ent at Launch
SmokeTrail = Is there a smoke trail? (0,1)
SmokeTrailEnt = Smoke Entity called if Smoke Trial is active.
SmokeTrailOffset = Positional offset of smoke trail based on projectile mesh axes (x, y, z)
smoothshade = Toggle of smooth shading of texture (0/1)
solidlight = ??? - not sure what this does
sound = Sound file (.wav)
SoundEnt = Sound Entity (not sure why there is this and SoundEntity)
soundentity = Sound Entity (not sure why there is this and SoundEnt)
speed = Speed of projectile. (don't know units)
SpewMax = 10, 15, 10
SpewMin = -10, 5, -10
SpewTime = 3.0
SpewType0 = projectile/MagmaSpew
SpewType1 = projectile/MatterMissile
spiral = ??? - Spiral radius
spiralperiod = Time per spiral
spiralramp = Direction of travel to angle of spiral relation
SplashDamage = Damage in spash radius - decrease in relation to distance from source. (see damage)
SplashPush = Kick in spash radius - decrease in relation to distance from source. (see kick)
SplashRadius = Radius of effect of other splash variables
StartPointEntity = What mesh to use as the Startpoint icon.
startrad = Initial start radius of an expanding sphere - use with endrad
StatusFont = font2
StatusH = -0.03
StatusLife = 10.0
StatusPriorityColor3 = 0, 1, 1
StatusPriorityColor = 1, 1, 1
StatusPriorityColor2 = 1, 0.5, 0.5
StatusPriorityColor1 = 1, 1, 0
StatusPrioritySound =
StatusPrioritySound2 = hornlow
StatusPrioritySound1 =
StatusPrioritySound3 = hornmid
StatusW = 0.015
StatusX = 0.02
StatusY = 0.95
stiffness = ??? - not sure what this does
Team = Is flag team flag? (0/1)
texture = Texture file (.bmp, or trees with .img)
timetolive = Lifespan of obj. Projectiles are in seconds, others are in ms.
TimeWarp = ??? - not sure what this does
Transitory = 0,1 (1 = visible for everyone always, 0 = visible only when in view range)
transparent = Is obj. transparent? (0/1)
Trunk = Diameter of tree trunk (usual size is 0.5)
TurretMesh = High res mesh of tank turret
TurretMesh1 = Med res mesh of tank turret
TurretMesh2 = Low res mesh of tank turret
turretspeed = Turn speed of turret in degrees/sec
type = Object identity (do not have more than one of each name in a class)
updaterate = 0.05
UpType = GUI Controler - Button Unclicked Image
useenvtexture = Not sure, but I think this controls whether the env texture is passed on to obj.
UseGroundColor = Not sure, but I believe this controls whether the ground color is used in an refection/blend effect.
volume = Sound volume
wateralpha = 0.75
waterenv = 1.0
watertexture = textures/water1.bmp
WeaponSpawnEntity = The "exposion" that is seen when a weapon spawns.
weight = Chance of weapon/power up spawning (to find probability: current weight/sum of all weights)
Width = Size of object - radius usually
xscale = X axis scale - used in GUI
yscale = Y axis scale - used in GUI

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Rex R
Member
posted March 02, 2001 12:57 PM            
bolton0 = tank flag location
peturb = ripples (as in the flag waving in the 'breeze', also used by the gui for the intro bmps)

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peeeto
Member
posted March 02, 2001 02:17 PM         
RC - i can easily create the entity type list... i compiled the large list from separate lists for each type of entity.

what i'd like to end up with is a single text file (delimited by the '|' character) with all of the information. the list of entity types will be delimited by a comma.

then, i can format the final document by importing the database into a database editor (i use Excel), where i can sort them as desired. from there, i'll create one or more final documents in whatever format we decide on.

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Dreamer
Member
posted March 02, 2001 03:38 PM         
way cool, guys.

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JVortex
Member
posted March 02, 2001 09:24 PM            
well hell, now i notice this post... hehehe. i posted a reply in the "Can you make mods with the demo?" topic that apparently should have been here. please refer there and just pretend that i put it in here.

one thing that should be in the "final" listing is examples of how the tags are used. for instance: "Blend = Blend mode of tecture with terrain (add/alpha)". i know that that deals with how the sprites transparency behaves. but what exactly is add and alpha and what is the difference? and how does that behave in conjunction with the alphaX tags?

lets get those email boxes fired up with some EEK's (hehe, youll have to look at the other topic for that to make sense).

P.S.
the alphaX tags are for how the edges of the sprites fade out to transparent using a number from 0.1 to 0.9 (i think). its an opacity thing.
you have the BoltOn tags listed as bolton0 =, bolton1 = and so forth. as far as i know i thought they had to be BoltOn = 0, BoltOn = 1 etc combined with the MeshOffSet tag for the actual bolton location of the weapon, as two seperate tags. can those two tags be "combined" like that?
and Base = meters to lift individual explosion puffs off ground based from their centers at time of creation.

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Let the rocks roll and the battle commence. BZ The RPG. Site is down at the moment...

[This message has been edited by JVortex (edited March 02, 2001).]

[This message has been edited by JVortex (edited March 02, 2001).]

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Random Chaos
Member
posted March 03, 2001 12:27 AM            
Bolton is specified in a weapon file, etc as to the location of the item (I believe flags also can use this...though I'm not positive).

Bolton0, Bolton1, Bolton2, Bolton3 are used in the Racetank files to determine the location of the weapon boltons on the tank.

[This message has been edited by Random Chaos (edited March 03, 2001).]

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JVortex
Member
posted March 03, 2001 02:16 PM            
oh, ok, gotcha. i havent gotten into the tank files yet, just been diddling with the weapons.

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