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Is there a com_inf_default?

Posted: Thu Sep 28, 2006 8:28 pm
by Vyse
I think I must of deleted it or something but in my sides/common folder there is no com_inf_default. Which is a big problem because I can't setup or edit troopers.

Is there even a com_inf_default or did I accidently deleted it? It's called out in a lot of class parents.

If someone else has this could they please post the ODF.

RE: Is there a com_inf_default?

Posted: Thu Sep 28, 2006 8:32 pm
by Big_rich
It's in data\common\odf's

Code: Select all

[GameObjectClass]

// Base class for all soldiers, inherits from base type soldier
ClassLabel              = "soldier"

[Properties]
MapTexture              = "troop_icon"
MapScale                = 1.4
MapViewMin		= 50
MapViewMax		= 50
MapSpeedMin		= 0
MapSpeedMax		= 100

HealthType             	= "person"
MaxHealth           	= 400.0

// Movement defaults
// These are values for an average class - some soldiers will override these
MaxSpeed                = 7.0       // base forward speed
MaxStrafeSpeed          = 5.25       // base right/left speed
MaxTurnSpeed            = 5.0       // base turn speed
JumpHeight              = 1.78      // base jump height in meters
// Speed multipliers for various actions
JumpForwardSpeedFactor  = 1.3       // boost forward part of velocity by this factor when jumping
JumpStrafeSpeedFactor   = 1.0       // boost side/backward part of velocity by this factor when jumping
RollSpeedFactor         = 1.5       // in forward arc, boost speed by this factor when rolling
// Apparently contant for all or most classes:
Acceleration            = 70.0      // accelerate to full run in about 7/70 = 0.1 seconds
SprintAccelerateTime    = 0.35      // accelerate from run to sprint in this time

// ControlSpeed = "<stance> <thrustfactor> <strafefactor> <turnfactor>"
// For grounded states (stand, crouch, prone, sprint) and jet state,
//  in which the thrust/strafe stick controls the player's velocity,
//  these values are multipliers on the max speed and acceleration.
// For flying states (jump, roll, tumble), in which the thrust/strafe stick
//  applies an acceleration, these values only multiply the acceleration.
ControlSpeed            = "stand  1.00 1.00 1.00"
ControlSpeed            = "crouch 0.70 0.60 1.00"
ControlSpeed            = "prone  0.30 0.20 0.50"
ControlSpeed            = "sprint 1.50 0.50 0.35"
ControlSpeed            = "jet    0.30 0.30 1.00"
ControlSpeed            = "jump   0.03 0.03 0.35"
ControlSpeed            = "roll   0.02 0.02 0.35"
ControlSpeed            = "tumble 0.00 0.00 0.10"

// Energy bar defaults
EnergyBar               = 120.0     // Max energy
EnergyRestore           = 10.0      // energy regained per second if moving
EnergyRestoreIdle       = 15.0      // energy regained per second if not
EnergyDrainSprint       = 20.0      // energy spent per second of sprinting
EnergyMinSprint         = 20.0      // min energy to start sprinting
EnergyCostJump          = 0.0      // energy cost to jump
EnergyCostRoll          = 25.0      // energy cost to roll

AimValue                = "1.0"
AimFactorPostureSpecial = 50
AimFactorPostureStand   = 100
AimFactorPostureCrouch  = 140
AimFactorPostureProne   = 160
AimFactorStrafe         = 60
AimFactorMove           = 70

AISizeType              = "SOLDIER"

DropItemClass           = "com_item_powerup_ammo"
DropItemProbability     = 0.25
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health25"
DropItemProbability     = 0.15
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_offense"
DropItemProbability     = 0.02
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_defense"
DropItemProbability     = 0.02
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_health100"
DropItemProbability     = 0.08
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_dual"
DropItemProbability     = 0.08
NextDropItem            = "-"
DropItemClass           = "com_item_powerup_energy"
DropItemProbability     = 0.10

FootWaterSplashEffect   = "com_sfx_watersplash_sm"
WaterSplashEffect       = "com_sfx_watersplash_md"
WakeWaterSplashEffect   = "com_sfx_watersplash_wade"

FirstPersonFOV          = "70"
ThirdPersonFOV          = "65"

CAMERASECTION       	= "STAND"
EyePointOffset      	= "0.0 1.8 0.0"
TrackCenter         	= "0.0 1.8 0.0
TrackOffset         	= "0.0 0.0 3.2"
TiltValue           	= "10.0"

CAMERASECTION       	= "STANDZOOM"
EyePointOffset      	= "0.0 1.8 0.0"
TrackCenter         	= "0.0 1.8 0.0
TrackOffset         	= "0.4 0.05 2.8"
TiltValue           	= "3.5"

CAMERASECTION       	= "CROUCH"
EyePointOffset      	= "0.0 1.3 0.0"
TrackCenter         	= "0.0 1.3 0.0
TrackOffset         	= "0.0 0.15 3.0"
TiltValue           	= "10.0"
CameraBlendTime     	= "0.75"

CAMERASECTION       	= "CROUCHZOOM"
EyePointOffset      	= "0.0 1.3 0.0"
TrackCenter         	= "0.0 1.3 0.0
TrackOffset         	= "0.4 0.2 2.8"
TiltValue           	= "3.5"

CAMERASECTION       	= "PRONE"
EyePointOffset      	= "0.0 0.5 0.0"
TrackCenter         	= "0.0 0.5 0.0"
TrackOffset         	= "0.0 0.0 3.0"
TiltValue           	= "5.0"
CameraBlendTime     	= "1.0"

CAMERASECTION       	= "PRONEZOOM"
EyePointOffset      	= "0.0 0.5 0.0"
TrackCenter         	= "0.0 0.5 0.0"
TrackOffset         	= "0.4 0.2 2.8"
TiltValue           	= "3.5"

CAMERASECTION       	= "SPRINT"
EyePointOffset      	= "0.0 1.8 0.0"
TrackCenter         	= "0.0 1.8 0.0
TrackOffset         	= "0.0 0.0 4.0"
TiltValue           	= "10.0"
CameraBlendTime     	= "0.75"