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Stewox

Locomotor Parameter List

Jun 16th, 2012
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  1. Locomotor ExampleLocomotor     ; this text is commented-out (ignored by the engine) the values are NOT applicable to any actual unit
  2.   Surfaces            = GROUND
  3.   ;// Surfaces can be also AIR or RUBBLE or WATER or CLIFF .. can be multiple choices
  4.   Speed               = 30   ; in dist/sec  //(dist = custom game-specific units)
  5.   SpeedDamaged        = 25   ; in dist/sec
  6.   MinSpeed            = 10   ; dist/sec //(recommended for airplaines, for taxi and idle circling)
  7.   SpeedLimitZ = 15          ; max speed we want to try to fall //used for parachute and freefall locomotor
  8.   TurnRate            = 180  ; in degrees/sec
  9.   TurnRateDamaged     = 10  ; in degrees/sec
  10.   MinTurnRate         = 80 ; in degrees/sec //(recommended for airplanes ...)
  11.   Acceleration        = 1000 ; in dist/(sec^2)
  12.   AccelerationDamaged = 1000 ; in dist/(sec^2)
  13.   Braking             = 1000 ; in dist/(sec^2)
  14.   Lift                = 500  ; in dist/(sec^2) //(important: this is Z axis acceleration)
  15.   MinTurnSpeed        = 0   ; in dist/sec  //(recommended for airplanes)
  16.   AllowAirborneMotiveForce = Yes/No ; this is required for airplanes
  17.   ZAxisBehavior       = NO_Z_MOTIVE_FORCE ; this options is used for ground based units
  18.   ; ZAxisBehavior can also be SURFACE_RELATIVE_HEIGHT ( for jets, helis, boats ...) or FIXED_RELATIVE_TO_GROUND_AND_BUILDINGS (not seen used) or ABSOLUTE_HEIGHT (ignores terrain and models beneath, goes through them)
  19.   Appearance          = TREADS ; //can also be FOUR_WHEELS or THRUST or WINGS or TWO_LEGS or HOVER
  20.   StickToGround       = Yes/No ; //Only used for non-air units
  21.   HasSuspension      = Yes/No ; //used for ground vehicles with certain wheel configuration (Calculate 4 wheel independent suspension info.)
  22.   CanMoveBackwards    = Yes/No
  23.   FrontWheelTurnAngle           = 20   ; only for vehicles
  24.   MaximumWheelExtension = -2.3  ; Maximum distance the wheels will drop on the model.
  25.   MaximumWheelCompression = 1.4 ; Maximum distance the wheel will move up into the chassis.
  26.  
  27.   TurnPivotOffset =  0.1   ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
  28.   AccelerationPitchLimit = 5  ; Angle limit how far chassis will lift or roll from acceleration.
  29.   DecelerationPitchLimit = 5  ; Angle limit how far chassis will dip from deceleration.
  30.   BounceAmount = 50    ; simulates hitting random rocks.  0==smooth pavement, 200 = bumpy.
  31.   PitchStiffness = 0.05 ;  stiffness of the "springs" in the suspension forward & back.
  32.   RollStiffness = 0.025   ;  stiffness of the "springs" in the suspension side to side.
  33.   PitchDamping = 0.8  ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  34.   RollDamping = 0.3   ;  How fast it damps.  0=perfect spring, bounces forever.  1=glued to terrain.
  35.   ForwardVelocityPitchFactor  = 0   ;  How much velocity will cause the front to lift/dip
  36.   LateralVelocityRollFactor   = 0.2  ;  How much cornering will cause the chassis to roll.
  37.   ForwardAccelerationPitchFactor = 0.5  ; How much acceleration will cause the front to lift, or dip for stops.
  38.   LateralAccelerationRollFactor = 0.33   ;  How much cornering will cause the chassis to roll.
  39.  
  40.   PreferredHeight = 200    ; Z axis dist
  41.   PreferredHeightDamping  = 0.7  ; so that we gradually adjust our height  //(i don't know personally what this does exactly, that's a developer comment)
  42.   PitchInDirectionOfZVelFactor  = 1.0   ;  how much to pitch according to our z-vel. 0=none, 1=lots (0=default)
  43.   Apply2DFrictionWhenAirborne = Yes/No  ; Does the object experience extra resistance when airborne? Default is no.
  44.   Extra2DFriction = 20     ; give extra friction to reduce drift... less realistic, but much more playable  (friction/sec)
  45.   MaxThrustAngle  = 60         ; in degrees (NOT degrees/sec) //Heavily used for falling bombs and airplanes
  46.   ThrustRoll  = 0 ; How much do I turn around my Z-axis when I'm experiencing Thrust? 0 = none, 1 is circling like mad.
  47.   ThrustWobbleRate = 0.0 ; How much does the object wobble when experiencing thrust? 0 = none, 1 = like crazy.
  48.   ThrustMaxWobble = What is my minimal wobble change when experiencing thrust? Should be negative.
  49.   ThrustMinWobble  = What is my maximal wobble change when experiencing thrust? Should be positive.
  50.   CloseEnoughDist = 100    ; in dist ; At which distance am I considered close enough? //for missiles
  51.   CloseEnoughDist3D  = Yes/No ; This allows the missile to fly over the target and come back
  52.   AirborneTargetingHeight = 30   ; How high do I have to be before I get targeted as 'airborne' // if the object is not targeted as airborne it gets ignored by anti-air weapons
  53.   LocomotorWorksWhenDead = Yes    ; JetSlowDeathBehavior needs this to function correctly // (used for airplanes so proper crashing can occur, the unit is dead but it does not disappear from game just yet)
  54.   CirclingRadius  = 100       ; the radius at which we circle when we are trying to maintain position. Positive = clockwise, negative = ccw, 0 = calculate smallest possible radius given our speed, turning, etc
  55.   UniformAxialDamping = 0.0 ; How does my damping settings apply to my Z-axis? Avalanche only (avalance is a scripted campaign cinematic event, uses it's own locomotor) (developer: ... = 0.001   ; helium like driftiness)
  56.  
  57.   SlideIntoPlaceTime = 100
  58.       ; this applies only in "ultra-accurate" mode, and is a fudge factor that allows
  59.       ; us to "slide into place" (rather than turning) when we get close to our destination.
  60.       ; the magnitude is basically the number of msec it would take us to reach the dest
  61.       ; at our max speed; if we're under this threshold, we just slide into place...
  62.  
  63.   ;//THese below are used for heli but no idea what they really do, no comments either.
  64.   RudderCorrectionDegree    = 0.169
  65.   RudderCorrectionRate      = 0.027
  66.   ElevatorCorrectionDegree  = 0.103
  67.   ElevatorCorrectionRate    = 0.016
  68. End
  69.  
  70. IMPORTANT: some of this parameters are somehow dependant on others and work together in tandem to calculate results which are then presented in the gameplay ...
  71. NOTE: SOME OF THE COMMENTS ARE FROM TibEd INI Editor, some of them are actual developer comments, some of them are combinations or my own experiences and knowledge, everything else may be unknown how it works.
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