Latest revision |
Your text |
Line 1: |
Line 1: |
| '''.veh''' files contain definitions for [[vehicle]]s. The are found in the ext_data/vehicles subdirectory. | | '''.veh''' files contain definitions for [[vehicle]]s. |
| | |
| == 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]] |