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'''.veh''' files contain definitions for [[vehicle]]s. | '''.veh''' files contain definitions for [[vehicle]]s. The are found in the ext_data/vehicles subdirectory. | ||
== Properties == | |||
This is a list of properties for vehicles, as found in template.veh | |||
<nowiki> | |||
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 | |||
</nowiki> | |||
[[Category: File Types]] | [[Category: File Types]] |
Latest revision as of 16:23, 4 November 2021
.veh files contain definitions for vehicles. The are found in the ext_data/vehicles subdirectory.
Properties
This is a list of properties for vehicles, as found in template.veh
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