Difference between revisions of "VehicleScripts"

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(Properties)
 
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[[ChassisScript.SpawnPoint | Spawn Point]]<br>
 
[[ChassisScript.SpawnPoint | Spawn Point]]<br>
 
[[ChassisScript.Research | Research]]<br>
 
[[ChassisScript.Research | Research]]<br>
[[ChassisScript.NeutralTurnRate| Neutral Turn Rate]]<br>
+
[[ChassisScript.NeutralTurnFactor| Neutral Turn Factor]]<br>
 
[[ChassisScript.PhysicsImpactModifier| Physics Impact Modifier]]<br>
 
[[ChassisScript.PhysicsImpactModifier| Physics Impact Modifier]]<br>
  

Latest revision as of 18:43, 30 September 2018

Empires Scripting Documentation
Scripting Overview | Vehicle Script Overview | Vehicle Handling Script Overview | Weapon Script Overview | Armor Script Overview | Building Script Overview | Infantry Script Overview | Hint Messages | Loading Screen Script Overview | Tutorials



Overview

Chassis Scripts have quite a few variables, many of them pertaining to the model, and what shows up in the Vehicle Customization Menu. The Chassis Script has all the control over how the turret and cannon handle, as well as armor defines. The Vehicle Chassis has at least 4 subkeys, defining world weapon model position, and the locations of different items in the Vehicle Creation menu. There can be any number of Weapon Slot sub keys, depending on how many weapons the vehicle has.

Also see: https://developer.valvesoftware.com/wiki/Vehicles_(Scripting_Parameters)

Chassis Properties

General

Name
Spotted Name
Description
Team
Horn
Vehicle Script

Models

Model
Turret Model
Cannon Model

HUD

HUD Chassis Pic
HUD Turret Pic
HUD Chassis Width
HUD Chassis Height
HUD Chassis X Offset
HUD Chassis Y Offset

Vehicle Customization Menu

Chassis Pic
Side Pic
Top Pic
Engine Pic
Summary Pic
Map Icon
Unit Icon

Armor Angles

Armor Angle 1
Armor Angle 2
Armor Angle 3
Armor Angle 4

Properties

Type
Max Weight
Base Weight
Cost
Spawn Point
Research
Neutral Turn Factor
Physics Impact Modifier

Health Properties

Health
Repair Station Heal
Engineer Heal
Repair Station Repair
Engineer Repair
Heat Capacity

Recycling Properties

Friendly Recycling Percentage
Enemy Recycling Percentage

Seats

Seats

Seat_1_Visible
Seat_1_PersonalWeapons
Seat_1_Cannon
Seat_1_Turret

Seat_2_Visible
Seat_2_PersonalWeapons
Seat_3_Visible
Seat_3_PersonalWeapons
Seat_4_Visible
Seat_4_PersonalWeapons
Seat_5_Visible
Seat_5_PersonalWeapons
Seat_6_Visible
Seat_6_PersonalWeapons
Seat_7_Visible
Seat_7_PersonalWeapons
Seat_8_Visible
Seat_8_PersonalWeapons

Seat 1 Min Pitch
Seat 1 Max Pitch

Armor Settings

Max Front Armor
Max Rear Armor
Max Left Armor
Max Right Armor

Weapon Limitations

Max Machine Guns
Max Grenade Launchers
Max Tank Cannons
Max Missile Launchers
Max Artillery Cannons

Particle Attachments

Using these attributes, you can have up to 10 different particles on a single model show when the vehicle is destroyed. The attributes go from 0-9. You must always state both attributes.

WRONG:

ExplosionAttachment0" "explosion1" // Attachment 0 in the model.
ExplosionParticle0" "Explosion_std" // Particle 0 on attachment 0.
ExplosionParticle1" "Explosion_std" // Particle 1 on attachment 0.

CORRECT:

ExplosionAttachment0" "explosion1" // Attachment 0 in the model.
ExplosionParticle0" "Explosion_std" // Particle 0 on attachment 0.
ExplosionAttachment1" "explosion1" // Attachment 1 in the model. This attachment can be the same as the previous attachment.
ExplosionParticle1" "Explosion_std" // Particle 1 on attachment 1.

  • ExplosionAttachmentX - This attribute contains the model attachment, which is where the particle will be created.
  • ExplosionParticleX - This attribute contains the name of the particle that will be created.


Weapon Slot

Bone
Seat
Size
Type
Slot_x
Slot_y
Origin_x
Origin_y

Armor Slot

Size
Type
Slot_x
Slot_y
Front_x
Front_y
Rear_x
Rear_y
Left_x
Left_y
Right_x
Right_y
Front_Width
Front_Height
Left_Width
Left_Height

Engine Slot

Size
Type
Slot_x
Slot_y