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Author
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Topic: Entity Commands
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Random Chaos Member
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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.----------------- 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 IP: |
Rex R Member
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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)IP: |
peeeto Member
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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. IP: |
Dreamer Member
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posted March 02, 2001 03:38 PM
way cool, guys.IP: |
JVortex Member
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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. ------------------ 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).] IP: |
Random Chaos Member
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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).] IP: |
JVortex Member
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posted March 03, 2001 02:16 PM
oh, ok, gotcha. i havent gotten into the tank files yet, just been diddling with the weapons. IP: | |