Usage:
ObjectTemplate.Radius
number
Argument values:
argument 1: | range is 0 to 100; most commonly 20 |
Description: Depending on the type of object, Radius can mean different things.
For ControlPoint objects (i.e., flags), the radius determines how close a soldier must be to affect the flag. See DisableIfEnemyInsideRadius, DisableWhenLosingControl, LoseControlWhenEnemyClose, LoseControlWhenNotClose, TimeToGetControl, TimeToLoseControl.
For SupplyDepot objects, it gives the range of influence of the resupply object (ammo box, repair pad, medical locker).
For Projectile objects such as bombs, it is how far the blast extends, with the blast's effect dropping off linearly with distance. Specifically, damage falls off linearly with distance from the center of the explosion, going to zero at its Radius. The term is simply (1 - distance/radius). For example, say an explosive pack was put 1.2 meters from center of a vehicle. The damage from the explosion is then multiplied by (1 - 1.2/4), or 0.7. See the Damage Tutorial for more information.
The ExplosionRadius is used to set the radius of effect when a vehicle blows up. Other radius properties of interest: DetectionRadius, DisableIfEnemyInsideRadius, SetEntryRadius, TriggerRadius, UseButtonRadius.
Used in object types (and how often in each type): ClusterProjectile (100%), ControlPoint (100%), EntryPoint (1%), Flag (100%), FlagBase (100%), ObjectSpawner (1%), Projectile (44%), SupplyDepot (100%)
Used in a total of 256 .con files: Controlpointtemplates.con, Ctf.con, Init.con, Objects.con, Objectspawntemplates.con, Projectile.con, Weapons.con
Parent directories of these .con files: objects/Vehicles, objects/MOVE_FILES, objects/Items, objects/HandWeapons, objects/Buildings, Bf1942/Levels
Example: (from objects/Vehicles/Sea/Elco80/Weapons.con)
rem *******************************
rem *** PTBoatTorpedo ***
rem *******************************
rem *** PTBoatTorpedo ***
ObjectTemplate.Create Projectile PTBoatTorpedo
ObjectTemplate.Geometry Torpedo_Sml_M1
ObjectTemplate.SaveInSeparateFile 1
ObjectTemplate.TimeToLive CRD_NONE/20/0/0
ObjectTemplate.EndEffectTemplate WaterExplosionTorpedo
ObjectTemplate.GravityModifier 1.0
ObjectTemplate.HasMobilePhysics 1
ObjectTemplate.HasCollisionPhysics 1
ObjectTemplate.HasCollisionEffect 1
ObjectTemplate.HasResponsePhysics 1
ObjectTemplate.SetHasPointPhysics 0
ObjectTemplate.DetonateOnWaterCollision 0
ObjectTemplate.Drag 0.04
ObjectTemplate.Mass 200
ObjectTemplate.Material 250
ObjectTemplate.Radius 30
rem -------------------------------------------------
ObjectTemplate.AddTemplate e_WaterTorpedo
ObjectTemplate.SetPosition 0/0/0
ObjectTemplate.SetRotation 0/0/0
ObjectTemplate.AddTemplate Shallow_Torpedo_Floater
ObjectTemplate.SetPosition 0/3/-2
ObjectTemplate.SetRotation 0/0/0
ObjectTemplate.AddTemplate Shallow_Torpedo_Floater
ObjectTemplate.SetPosition 0/3/2
ObjectTemplate.SetRotation 0/0/0
ObjectTemplate.AddTemplate Shallow_Torpedo_Engine
ObjectTemplate.SetPosition 0/0/-3
ObjectTemplate.SetRotation 0/0/0
ObjectTemplate.AddTemplate Torpedo_Wing
ObjectTemplate.SetPosition 0/0/-3
ObjectTemplate.SetRotation 0/0/0
ObjectTemplate.AddTemplate Torpedo_Wing
ObjectTemplate.SetPosition 0/0/-3
ObjectTemplate.SetRotation 0/0/-90
Go to the ObjectTemplate properties list page, ObjectTemplate page, All Properties list, or Main scripting page.