[quote]ClassLabel – The type of vehicle this is. This is used to determine whether or not it’s a walker, a hover, a flyer, etc. This definition is important since various vehicles have properties the other type wont. For instance, imperial walkers, along with any other walker vehicle, rely heavily on animations. Hovers can get over obstacles other ground based vehicles can’t. Flyers can… well, fly. Changing the ClassLabel will cause you problems if you don’t add in the necessary functions to make the new ClassLabel work.
GeometryName – This is the actual mesh that’s being called in through the ODF.
VehicleType – This plays into the collision system and how the vehicle will interact with the world.
ReserveOneForPlayer – Determines whether or not an AI unit can jump into the vehicle.
MapTexture, HealthTexture – The 2D image displayed on your HUD.
VehiclePosition – Where the player’s character will sit once they’ve entered the vehicle.
MapScale – How close you are zoomed in to the mini-map.
Explosion, ExplosionCritical, ExplosionDestruct – Various states of destruction. You will call the appropriate ODF file depending on the cause of “death” to the vehicle.
FirstPersonFOV – What your frame of view will be when seated inside the vehicle.
CockpitTension, CollisionScale, CollisionThreshold – Various functions that deal with the vehicle’s collision against other vehicles, objects, etc.
MaxHealth – The vehicle’s maximum health value.
HealthType – This determines whether it can be healed by a fusion cutter or not, and other conditions.
HitLocation – The location of its critical hit point. The number at the end determines its multiplier. For instance, the “4” means this location causes 4x the normal damage.
TimeRequiredToEject – How long it will take to hack someone out of the vehicle.
EjectResistance – The higher this resistance it, the more it opposes the the hacking attempt, thus making the TimeRequiredToEject higher and regenerate back to full quicker.
TimeTilReboard – After the person is hacked out, how long it takes for anyone to be allowed to re-enter the vehicle.
SetAltitude, GravityScale, LiftSpring, LiftDamp – These adjust the hover proerties of the vehicle and how they collide with the world.
Acceleration, Deceleration, Traction, ForwardSpeed, ReverseSpeed, StrafeSpeed – Adjust the speed values of the vehicle in its various states of movement.
FloatsOnWater – Whether or not it can float on water as a hover vehicle type.
EnergyBar, EnergyOverheat, EnergyAutoRestore, EnergyBoostDrain, BoostSpeed, BoostAcceleration, BoostFOV – These values adjust the vehicle’s energy, and how quickly it uses this value, regenerates it, boost speed and the frame of view when boosting.
From AddSpringBody down to OmegaZDamp, these values play into where the “collision spheres” are located on the hover vehicle. Hovers use a procedurally created collision system, which are simply spheres placed at different X,Y, Z coordinates of the vehicle.
SpinRate, TurnRate, TurnFilter, PitchRate, LevelSpring, LevelDamp – These affect the control of the vehicle through a peripheral, such as a mouse, joystick, etc.
EyePointOffset, TrackCenter, TrackOffset, TiltValue, NormalDirection – Camera placement parameters that use an X, Y, Z orientation system.
PitchLimits, YawLimits – The limitations of how far the camera can pitch or yaw until it hits a “wall”.
WHEELSECTION – This section controls the Snailtanks’s tread animation.
WEAPONSECTION – A vehicle can have two weapon sections. Each will call its own weapon ODF file and have its own properties. These properties will control where the ordnance is firing from, how many guns there are that fire the ordnance, the ammo count, etc.
FLYERSECTION – NOTE that the Snailtank doesn’t have a FLYERSECTION since it’s a one-man vehicle. Untrue to its name, any vehicle that can support a passenger has a FLYERSECTION. These use functions found through the regular vehicle’s ODF file, so check out a vehicle (such as the CIS’s AAT, the Imperial AT-ST, etc.) that has multiple positions for an example on how it’s set up.
WakeEffect – The water animation played when the vehicle is touching water.
CHUNKSECTION – These sections define the vehicle when it has exploded. They determine what geometry is used, how they will disperse, etc.
AISizeType – This plays into the collision system and how the vehicle will interact with the world.
DamageStartPercent, DamageStopPercent, DamageEffect, DamageAttachPoint – The damage effects played at various health levels of the vehicle.
EngineSound down to FoleyFXGroup will manipulate the sounds the vehicles will use, the music you’ll hear and the sound effects that can play while inside them.
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