hasMobilePhysics
hasMobilePhysics
<0 or 1> 1 = true 0 = false
hasMobilePhysics sets the physics engine to calculate the object
in the world as a mobile object. If you turn this on, the object
will settle to the ground. For it to be stable, it should have springs
and wheels or floaters
Example:
rem *** Zero ***
ObjectTemplate.create PlayerControlObject Zero
ObjectTemplate.setNetworkableInfo Zero_body_info
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.hasDynamicShadow 1
ObjectTemplate.drag 0.0866
ObjectTemplate.mass 2500
ObjectTemplate.inertiaModifier 0.917/0.71/0.784
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.hasResponsePhysics 1
ObjectTemplate.explosionRadius 8
ObjectTemplate.explosionDamage 5
ObjectTemplate.hasArmor 1
ObjectTemplate.angleMod 1
ObjectTemplate.speedMod 2
ObjectTemplate.hitpoints 100
ObjectTemplate.maxhitpoints 100
ObjectTemplate.material 60
ObjectTemplate.criticalDamage 20
ObjectTemplate.hpLostWhileCriticalDamage 1.5
ObjectTemplate.explosionForceMod 15
ObjectTemplate.hpLostWhileUpSideDown 10
ObjectTemplate.hpLostWhileDamageFromWater 10
ObjectTemplate.addArmorEffect 65 em_ZeroDamage
0/0.202/2
ObjectTemplate.addArmorEffect 65 em_PlaneDamage
0/0.202/1.61
ObjectTemplate.addArmorEffect 20 e_ZeroFire
0/0.6/2
ObjectTemplate.addArmorEffect 0 e_ExplGas 0/0/0
ObjectTemplate.addArmorEffect 0 e_ScrapMetal_Plane
0/0/0
ObjectTemplate.addArmorEffect -1 WaterWaterExplosion
0/0/0
ObjectTemplate.damageFromWater 1
ObjectTemplate.aiTemplate Zero
rem -------------------------------------
ObjectTemplate.addTemplate lodZero
rem -------------------------------------
ObjectTemplate.setSoldierExitLocation -3/0.1/-2.8
0/0/0
ObjectTemplate.GUIIndex 101
ObjectTemplate.setVehicleIcon "Vehicle/Icon_zero.tga"
ObjectTemplate.setVehicleIconPos 70/93
ObjectTemplate.setNumberOfWeaponIcons 2
ObjectTemplate.setPrimaryAmmoIcon "Ammo/Icon_bullet.tga"
ObjectTemplate.setPrimaryAmmoBar ABAmmoBar
ObjectTemplate.setSecondaryAmmoIcon "Ammo/Icon_bomb.tga"
ObjectTemplate.setSecondaryAmmoBar ABAmmoBarReloadBar
ObjectTemplate.setCrossHairType CHTIcon
ObjectTemplate.setVehicleCategory VCAir
ObjectTemplate.setVehicleType VTFighter
ObjectTemplate.setToolTipType TTFighter
Valid object
types
PlayerControlObject
- Object that can be taken over and occupied by players (vehicles
and stationary weapons). RotationalBundle
- Object that can pivot based on user input
Engine - Object that can generate
thrust SimpleObject
- Basic 1 part object with no children Spring
- "Wheel" like object used for generating thrust over the landscape
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