diff --git a/FX_Files/NOTE.TXT b/FX_Files/NOTE.TXT deleted file mode 100644 index 6f210d7..0000000 --- a/FX_Files/NOTE.TXT +++ /dev/null @@ -1,3 +0,0 @@ --- Copy one of the files to the worlds folder of ones map. --- Rename it to the 3 letter name of the map exactly! --- Try copying other settings too. \ No newline at end of file diff --git a/FX_Files/effects/fx_ember.tga b/FX_Files/effects/fx_ember.tga deleted file mode 100644 index 3f0448a..0000000 Binary files a/FX_Files/effects/fx_ember.tga and /dev/null differ diff --git a/FX_Files/ember.fx b/FX_Files/ember.fx deleted file mode 100644 index 32eae70..0000000 --- a/FX_Files/ember.fx +++ /dev/null @@ -1,67 +0,0 @@ -// regular ember -Effect("Precipitation") -{ - Enable(1); - Type("Quads"); - Texture("fx_ember"); - ParticleSize(0.025); - Color(255, 255, 255); - Range(15.0); - Velocity(-0.3); - VelocityRange(1); - PC() - { - ParticleDensity(20.0); - } - ParticleDensityRange(0.0); - CameraCrossVelocityScale(0.5); - CameraAxialVelocityScale(1.0); - AlphaMinMax(0.5, 0.9); - RotationRange(25); -} - -// light ember -Effect("Precipitation") -{ - Enable(1); - Type("Quads"); - Texture("fx_ember"); - ParticleSize(0.015); - Color(255, 255, 255); - Range(15.0); - Velocity(2.0); - VelocityRange(0.8); - - PC() - { - ParticleDensity(100.0); - } - ParticleDensityRange(0.0); - CameraCrossVelocityScale(1.0); - CameraAxialVelocityScale(1.0); - AlphaMinMax(0.3, 0.45); - RotationRange(2.0); -} - -// heavy snow -Effect("Precipitation") -{ - Enable(1); - Type("Quads"); - Texture("fx_ember"); - ParticleSize(0.015); - Color(255, 255, 255); - Range(15.0); - Velocity(4.0); - VelocityRange(0.8); - - PC() - { - ParticleDensity(256.0); - } - ParticleDensityRange(2.0); - CameraCrossVelocityScale(1.0); - CameraAxialVelocityScale(1.0); - AlphaMinMax(0.3, 0.45); - RotationRange(2.0); -} \ No newline at end of file diff --git a/FX_Files/fog.fx b/FX_Files/fog.fx deleted file mode 100644 index e1f986d..0000000 --- a/FX_Files/fog.fx +++ /dev/null @@ -1,12 +0,0 @@ -Effect("FogCloud") -{ - Enable(1); - Texture("fluffy"); - Range(60.0, 100.0); - Color(168, 172, 180, 128); - Velocity(5.0, 0.0); - Rotation(0.1); - Height(16.0); - ParticleSize(28.0); - ParticleDensity(60.0); -} \ No newline at end of file diff --git a/FX_Files/rain.fx b/FX_Files/rain.fx deleted file mode 100644 index 2b7b772..0000000 --- a/FX_Files/rain.fx +++ /dev/null @@ -1,51 +0,0 @@ -// light rain -Effect("Precipitation") -{ - Enable(1); - Type("Streaks"); - Range(12.5); - Color(216, 220, 228); - VelocityRange(1.0); - ParticleDensityRange(0.0); - CameraCrossVelocityScale(0.2); - CameraAxialVelocityScale(1.0); - - GroundEffect("com_sfx_rainsplash"); - GroundEffectSpread(8); - - PC() - { - AlphaMinMax(0.3, 0.45); - ParticleSize(0.02); - ParticleDensity(256.0); - Velocity(9.0); - StreakLength(1.0); - GroundEffectsPerSec(15); - } -} - -// heavy rain -Effect("Precipitation") -{ - Enable(1); - Type("Streaks"); - Range(12.5); - Color(216, 220, 228); - VelocityRange(1.0); - ParticleDensityRange(0.0); - CameraCrossVelocityScale(0.2); - CameraAxialVelocityScale(1.0); - - GroundEffect("com_sfx_rainsplash"); - GroundEffectSpread(8); - - PC() - { - AlphaMinMax(0.3, 0.45); - ParticleSize(0.02); - ParticleDensity(512.0); - Velocity(15.0); - StreakLength(4.0); - GroundEffectsPerSec(15); - } -} diff --git a/FX_Files/snow.fx b/FX_Files/snow.fx deleted file mode 100644 index 63e85b0..0000000 --- a/FX_Files/snow.fx +++ /dev/null @@ -1,67 +0,0 @@ -// light snow -Effect("Precipitation") -{ - Enable(1); - Type("Quads"); - Texture("fx_snow"); - ParticleSize(0.015); - Color(255, 255, 255); - Range(15.0); - Velocity(2.0); - VelocityRange(0.8); - - PC() - { - ParticleDensity(100.0); - } - ParticleDensityRange(0.0); - CameraCrossVelocityScale(1.0); - CameraAxialVelocityScale(1.0); - AlphaMinMax(0.3, 0.45); - RotationRange(2.0); -} - -// heavy snow -Effect("Precipitation") -{ - Enable(1); - Type("Quads"); - Texture("fx_snow"); - ParticleSize(0.015); - Color(255, 255, 255); - Range(15.0); - Velocity(4.0); - VelocityRange(0.8); - - PC() - { - ParticleDensity(256.0); - } - ParticleDensityRange(2.0); - CameraCrossVelocityScale(1.0); - CameraAxialVelocityScale(1.0); - AlphaMinMax(0.3, 0.45); - RotationRange(2.0); -} - -// blizzard -Effect("Precipitation") -{ - Enable(1); - Type("Quads"); - Texture("fx_snow"); - ParticleSize(0.025); - Color(255, 255, 255); - Range(15.0); - Velocity(-0.3); - VelocityRange(1); - PC() - { - ParticleDensity(500.0); - } - ParticleDensityRange(4.0); - CameraCrossVelocityScale(0.5); - CameraAxialVelocityScale(1.0); - AlphaMinMax(0.5, 0.9); - RotationRange(25); -} diff --git a/FX_Files/sun.fx b/FX_Files/sun.fx deleted file mode 100644 index 0731602..0000000 --- a/FX_Files/sun.fx +++ /dev/null @@ -1,17 +0,0 @@ -SunFlare() -{ - Angle(120.000000, -30.000000); - Color(255, 255, 255); - Size(5.0); - FlareOutSize(40.0); - NumFlareOuts(40); - InitialFlareOutAlpha(70); - HaloInnerRing(0.0, 255, 255, 255, 255); - PC() - { - HaloMiddleRing(10.0, 255, 200, 0, 128); - } - HaloOutterRing(40.0, 255, 127, 0, 0); - SpikeColor(230,230,0,128); - SpikeSize(9.0); -} \ No newline at end of file diff --git a/Other/000_Notes/AnimationSystem.txt b/Other/000_Notes/AnimationSystem.txt deleted file mode 100644 index f55ee4f..0000000 --- a/Other/000_Notes/AnimationSystem.txt +++ /dev/null @@ -1,499 +0,0 @@ ------------------------------------------------------------------------------- -Soldier Animation System ------------------------------------------------------------------------------- - -Character: - human [custom] - - Soldier animations are organized at the top level by a hierarchy of - character types, each of which (except human, the root) inherit from - another character type in the hierarchy (default: human). - - Examples of custom character types are 'bdroid', 'ewok', and so on. - Custom character types are generally distinguished from human by a custom - skeleton, and allow the overriding of movement and action animations - independent of the weapon being used. Custom types may be defined in - soldier ODFs using the SkeletonName or AnimationName tag. - -Weapon: - rifle bazooka tool pistol grenade melee - [custom] - - Soldier animations are organized next by a hierarchy of weapon types, each - of which (except rifle, the root) inherit from another weapon type in the - hierachy. For the predefined standard types, bazooka and tool inherit - from rifle and pistol, grenade, and melee inherit from tool. Custom - weapons may be defined in weapon ODFs using the CustomAnimationBank or - ComboAnimationBank tag and must specify either a standard type or a - previously defined custom type as their parent. - - Examples of custom weapon types might be 'hanblaster' from 'pistol' or - 'lukesaber' from 'melee'. Custom weapon types are useful for defining new - weapon animations while still inheriting a skeleton and movement - animations independently based on character type. - - Each weapon may or may not support alert states. For instance, bazooka - and melee do not, since they are effectively always alert. Combo weapon - types also specify a combo file controlling the weapon FSM simulation and - associated animation states. - -Posture: - stand crouch prone standalert crouchalert pronealert - - A soldier who is not playing action, custom, or override animations is - always in one of the above postures. Alert postures are used for a few - seconds after playing a weapon_shoot* animation to avoid popping when - shooting repeatedly. - -Scope: - upper lower full - - A soldier is divided into upper and lower parts which can be animated - independently or together. - -Animations: - Animations come in several types, but most have the following parameters: - Loop - does the animation loop when it completes. - Blend time - how long does the animation take to blend in when it begins. - Scope - if the animation does not override it, what parts of the soldier - are affected by the animation. - - Currently, loop and blend time are hard coded. - -Weapon Animations: - shoot shoot2 shoot_secondary shoot_secondary2 - charge reload - - Weapon animations cover various weapon specific actions, and are named - ___[_]. For example, - human_bazooka_stand_reload. - does not include alert postures for weapon animations - weapon - animations are effectively always alert. - defaults to 'upper' for all weapon animations, as they will - generally be combined with movement animations on the lower body. A - weapon animation that overrides this to 'full' by being named, for - instance, human_rifle_stand_shoot_full, will also have precedence over - idle movement animations on the lower body. - is false for all weapon animations. - is 0.02s for shoot*, 0.5s for other weapon animations - - Any weapon animations that are not directly defined for a character and - weapon combination will inherit from other animations based on the - following rules, until a defined animation is found. For example, for - bdroid_tool_crouch_shoot2: - 1) from ___, i.e. - from human_tool_crouch_shoot2 - 2) for shoot* anims, from shoot or shoot2 or shoot3, i.e. - from bdroid_tool_crouch_shoot, bdroid_tool_crouch_shoot3 - 3) for posture 'crouch', from __stand_, i.e. - from bdroid_tool_stand_shoot2 (this is to support grenades/melee) - 4) from ___, i.e. - from bdroid_rifle_crouch_shoot. - - Note that all inheritance actually happens character by character, and - that rule 1 is applied for all weapons before rules 2-4 are applied. In - simpler terms, all human_* animations are resolved before bdroid attempts - to inherit from human, and all bdroid_tool_* animations inherit from - human_tool_* before bdroid_grenade_* attempts to inherit from them. - Additional rules for inheritance are defined in specific cases - - See SoldierAnimatorClass.cpp::_PostLoad() for the details, which have - become complicated... - - After the inheritance rules have been applied, all animations except - must be defined for the upper body, and no animations must be defined for - the lower body. Weapons without a charge state do not need a charge - animation, and weapons without reload do not need a reload animation. - The inheritance rules allow for only one of the shoot* animations being - defined, and for crouch animations being undefined, since they default - to stand posture. - -Movement Animations: - idle_emote idle_checkweapon idle_lookaround(idle_takeknee) - turnleft turnright - walkforward runforward walkbackward runbackward - walkright runright walkleft runleft - - Movement animations cover various turning and walking actions, and are - named ___[_]. For example, - bdroid_tool_prone_idle_checkweapon. - may include alert animations for weapons that support them. - defaults to 'full' for human_rifle_*, to 'lower' for turn* - animations, and to 'upper' for other animations. - is true for all animations except turn*. - is 0.4 for prone/pronealert postures and 0.15 for others. - - Any movement animations thate are not directly defined for a character - and weapon combination will inherit from other animations based on the - following rules, until a defined animation is found. For example, for - bdroid_tool_crouchalert_idle_lookaround: - 0) for alert postures with weapons that do not support alert states, - simply copy the final results from non alert posture. - 1) from ___, i.e. - from bdroid_rifle_crouchalert_idle_lookaround. For alert postures, - weapons which support alert states inherit from the first parent which - also supports alert states, skipping any that do not. - 2) from ___, i.e. - from human_tool_crouchalert_idle_lookaround. - 3) from ___, i.e. - from bdroid_tool_crouch_idle_lookaround - 4) for human_*idle* and human_*turn* animations, from idle_emote then - stand_idle_emote, i.e. human_tool_crouch_idle_checkweapon would - inherit from human_tool_crouch_idle_emote, then - human_tool_stand_idle_emote. - - Inheritance works as in weapon animations, with rules 0, 1 applied first. - Additional rules for inheritance are defined in specific cases - - See SoldierAnimatorClass.cpp::_PostLoad() for the details, which have - become complicated... - - After the inheritance rules have been applied, all idle animations must be - defined for the full body, turn animations for the lower body. At least - one of walk/run must be defined for the full body for forward and backward. - If at least one of walk/run is defined for left and for right, the - character will sidestep rather than twisting his body when moving left or - right. The inheritance rules also allow for idle_checkweapon and - idle_lookaround being undefined. - -Action Animations: - sprint - jump jump_up jump_forward jump_backward jump_left jump_right - landsoft landhard fall thrown_flail - thrown_flyingfront thrown_flyingback - thrown_flyingleft thrown_flyingright - thrown_tumblefront thrown_tumbleback - thrown_bouncefrontsoft thrown_bouncebacksoft - thrown_landfrontsoft thrown_landbacksoft - thrown_restfrontsoft thrown_restbacksoft - diveforward jetpack_hover - stand_getupfront stand_getupback - stand_getdown_prone crouch_getdown_prone - prone_getup_stand prone_getup_crouch - stand_death_forward stand_death_backward - stand_death_left stand_death_right - - Action animations cover various full body transitions and special - movements, and are named __[_]. For - example, bdroid_tool_jump. - defaults to 'full' for human_rifle_*, and to 'upper' for others. - is true for thrown_flail, thrown_tumblefront, thrown_tumbleback, - abd jetpack_hover, and false for all others. - is 0.8s for fall, 0.5s for thrown_flail, 0.4s for jump*, - thrown_land*, 0.1s for thrown_tumble* and thrown_bounce*, 0.05s for - landsoft and landhard, and 0.15s for all others. - - Any action animations that are not directly defined for a character and - weapon combination will inherit from other animations based on the - following rules, until a defined animation is found. For example, for - bdroid_tool_jump_up: - 1) from __, i.e. - from bdroid_rifle_jump_up. - 2) from __, i.e. - from human_tool_jump_up. - - Inheritance works as in weapon animations, with rule 1 applied first. - Additional rules for inheritance are defined in specific cases - for - instance, jump_* -> jump, sprint -> stand_runforward, jetpack_hover -> - jump, and so on. See SoldierAnimatorClass.cpp::_PostLoad() for the - details, which have become complicated... - - After the inheritance rules have been applied, all animations must be - defined for the full body. - -Combo Animations: - [custom] - - Combo animation names are defined in combo files, along with data - controlling their blend times, looping behavior, and so on. - -Custom Animations: - [custom] - - Custom animations generally cover various full body poses, generally - used when piloting various vehicles, and are named either - __ or _. For example, - human_minigun_9pose or bdroid_ride_stap. - The names of these animations are defined in vehicle ODFs using one of - the tags PilotAnimation, SoldierAnimation, or AttachTrigger (used by - Sarlacc Technology (TM)). - Custom animations are always full body and do not support _. - Custom animations also do not loop or blend. - - Any custom animations that are not directly defined for a character and - weapon combination will inherit from other animations based on the - following rules, until a defined animation is found. For example, for - bdroid_tool_stap_ride: - 0) from __, i.e. - from bdroid_rifle_stap_ride. - 1) from _, i.e. - from bdroid_stap_ride. - 2) from __, i.e. - from human_tool_stap_ride. - - Inheritance works as in weapon animations, with rules 0, 1 applied first. - - After the inheritance rules have been applied, all custom animations must - be defined for every character. - ------------------------------------------------------------------------------- -Soldier Low Resolution Animation System ------------------------------------------------------------------------------- - -Character: - humanlz [custom] - - Low res animation banks are separated by character type. Custom types - default to inheriting from humanlz, but may specify an alternate parent - if it is already defined. Examples of custom types are bdroidlz, and - ewoklz. - -Animations: - rifle_stand_idle_emote rifle_crouch_idle_emote - [rifle_prone_idle_emote] rifle_stand_flail - rifle_jetpack_hover rifle_diveforward - rifle_stand_runforward rifle_stand_death_backward - - - Low res animations cover all possible lowres animation states, and are - named _, for example bdroidlz_rifle_stand_idle. - All are full body in scope. Any low res animations that are not defined - for a character type inherit from the parent bank. All animations must - be defined in humanlz. - - With the exception of runforward and death, all are single frame poses - that may be shared by any number of low res soldiers. - - Run animations use a pool of N (currently 3) looping animators, which can - be shared - i.e. if there are more than 3 humanlz low res soldiers on - screen, they will begin to share poses. - - Death animations use a pool of N (currently 8) unshared LRU non-looping - animators. If there are more than 8 humanlz low res soldiers on screen - and dying, additional soldiers will take animators from the oldest - animating soldier. - - -Combo Animations: - [custom] - - Combo animation names are defined in combo files, along with data - controlling whether the animation is reduced to a pose or not. The low res - animation system currently just uses the high res animations from the high - res banks, applied to the low res skeleton - perhaps 10% performance could - be gained by converting these animations to the low res skeleton. - - Combo animations use a special high res unshared pool of fixed size, similar - to the death animation pool, unless they have been defined to use a single - frame pose, in which case they behave like a shared single pose anim. - -Custom Animations: - [custom] - - Low res custom animations work similarly to those for high res animation, - except that there is no support for alternate weapons (the animation for - ride_stap must be named [bank]_ride_stap or [bank]_rifle_ride_stap. - ------------------------------------------------------------------------------- -Soldier First Person Animation System ------------------------------------------------------------------------------- - -Character: - humanfp droidekafp - - First person animation banks are separated by character type, so that - droideka animations will only be loaded when droideka are present on a - map. No custom types are supported currently. - -Weapon: - rifle bazooka tool grenade (lascannon) - - First person animations are grouped by weapon type. No custom weapon - types are supported currently. - -Animations: - idle run shoot shoot2 charge reload repair - jump flail handsdown - - First person animations cover all possible first person animation states, - and are named humanfp__, with the exception of - handsdown, which is named humanfp_. - - Droidekafp only contains four animations, idle, walk, shoot, and reload, - but is otherwise similarly named (droideka_rifle_). - - First person animations are loaded according to a hardcoded table. Some - animations do not exist for some weapons and are hardcoded to load - alternates. Any animations which are not found default to - humanfp_tool_idle. - ------------------------------------------------------------------------------- -Animation System Data ------------------------------------------------------------------------------- - -Tools/Bin/ZenAsset.exe - Extracts the skeleton and animations from a set of msh files in a - directory named basepose.msh and .msh, and outputs a ZAF file - containing the skeleton, a ZAA file containing the animations, and an - ANIMS file containing a utfc format (text) list of animations in the ZAA. - -Tools/Bin/BinMunge.exe - Converts ZAF and ZAA files to ZAFBIN, ZAABIN files used by the game, - respectively. - -Tools/Bin/OdfMunge.exe - Now generates requirements for individual animations, soldier animation - sets, as well as for ZAABINs and ZAFBINs correctly. - -Tools/Bin/LevelPack.exe - Now handles requirements for individual animations, soldier animation - sets, as well as for ZAABINs and ZAFBINs correctly, using an updated - version of FILES table of content files. - -Data/Animations - Contains all animation data used to build the ZAABIN, ZAFBIN, and ANIMS - files used during the game munge process. Animations are built as a - separate munge process using the munge.bat in this directory, and the - resulting files are checked into perforce in the appropriate munged - directory (Data/Common/munged, or Data/Sides/ALL/munged, for example). - - Animations are broken down into subdirectories based on type: - SoldierAnimationBank/ for soldier animation banks and lowres animation - banks, SoldierAddon/ for soldier addons like capes, FirstPerson/ for first - person animation banks, Prop/ for world prop animations, and Vehicle/ for - vehicle animations. - -ZAFBIN files - contain a skeleton, possibly associated with a ZAABIN file of - the same name. - -ZAABIN files - contain a bank of animations. - -ANIMS files - contains a text format (utfc) list of animations in a ZAA. - -Data/Common/config/SoldierAnimation.SANM file - A config format file containing data controlling the looping, blending, - and other animation properties of all standard high-res soldier animations. - See combo.txt for formatting information - the format is the same as - Animation tags from that combo config files. - -Soldier Animation Banks: - Soldier animation banks follow some specific additional rules. - - Banks are expected to be named either or _. - A bank is expected to only contain animations with names beginning with - the bank name, i.e. bdroid.zaabin should contain animations matching - bdroid_*, and human_melee.zaabin should only contain animations matching - human_melee_*. A bank may consist of only a skeleton (zafbin), or may - also contain override animations. - - Any bank may additionally be broken into multiple parts in order to - deal with the size limitation imposed by the in game loader. The - resulting parts must be named with an appended '_0', '_1', and so on. - human.zaabin, for instance, is split into human_0 through human_4. - Only human_0's associated skeleton (zafbin) is required at load time. - -ODF Properties - - Soldier ODFs: - AnimationName = " []" - SkeletonName = " []" - AnimationName and SkeletonName are synonyms. - If no property is found, defaults to 'human'. - defaults to 'human'. - Specifies a custom skeleton and possibly animation bank to use - for this soldier and its place in the character hierarchy. - Generates a requirement for .zafbin and optionally for - .zaabin. - - ex. SkeletonName = "wookie" - - AnimationLowRes = "" - SkeletonLowRes = "" - AnimationLowRes and SkeletonLowRes are synonyms. - If no property is found, defaults to 'humanlz'. - Specifies a custom low res skeleton and possibly animation bank to - use for this soldier. - Generates a requirement for .zafbin and optionally for - .zaabin. - - ex. SkeletonLowRes = "wookielz" - - Weapon ODFs: - AnimationBank = "[_]" - _ defaults to 'human_'. - Specifies the weapon type used by this weapon for animation, - which must either be a standard type or a type previously defined - with CustomAnimationBank (see below). - At run time, is ignored, since the character type is - based on the soldier wielding the weapon. - Generates a requirement for __* animations - which requires a zaabin containing the given animations. If the - animations in question are in a weapon specific bank, i.e. - gam_melee_* to be found in gam_melee.zaabin, it is useful to - specify in order to generate the correct requirement. - - ex. AnimationBank = "rifle" - - CustomAnimationBank="[_] [alert|noalert]" - Defines a custom weapon type used by this weapon for animation - and its relationship to the weapon hierarchy. - _ defaults to 'human_'. - must either be a standard type or a type previously - defined with CustomAnimationBank. - If alert or noalert is specified, the weapon will either support - alert postures or not. If not specified, it will inherit the - alert support of its parent weapon. - At run time, is ignored, since the character type is - based on the soldier wielding the weapon. - Generates a requirement for __* animations - which requires a zaabin containing the given animations. If the - animations in question are in a weapon specific bank, i.e. - gam_melee_* to be found in gam_melee.zaabin, it is useful to - specify in order to generate the correct requirement. - - ex. CustomAnimationBank = "leia_pistol pistol alert" - - ComboAnimationBank="[_] " - Defines a custom melee weapon that uses a combo file to control - the weapon simulation and animations, and its relationship to - the hierarchy. - _ defaults to 'human_'. - must either be a standard type or a type previously - defined with CustomAnimationBank/ComboAnimationBank. - At run time, is ignored, since the character type is - based on the soldier wielding the weapon. - Generates a requirement for __* animations - which requires a zaabin containing the given animations. If the - animations in question are in a weapon specific bank, i.e. - human_sabre_* to be found in human_sabre.zaabin, it is useful to - specify in order to generate the correct requirement. - Also generates a requirement for .combo. - - ex. ComboAnimationBank = "human_sabre melee all_hero_lukejedi" - - Other ODFs: - AnimationName = "" - Specifies a skeleton and possibly a bank of animations to use for - this object. - Generates a requirement for .zafbin and optionally for - .zaabin. - - ...Animation = "" - Specifies a specific animation to be found in an already loaded - animation bank. - Generates a requirement for an animation named . - - Controllable ODFs: - PilotAnimation = "" - Defines a custom soldier animation . - Generates a requirement for a soldier animation named - 'human_'. - - OrdnanceGrapplingHook/WeaponAreaEffect ODFs: - SoldierAnimation = "" - Defines a custom soldier animation . - Generates a requirement for a soldier animation named - 'human_'. - - EntityPropAnimated ODFs: - AttachTrigger = " <...> ..." - Defines a custom soldier animation . - Generates a requirement for an animation '' and a - soldier animation named 'human_'. diff --git a/Other/000_Notes/Anyone can do skins tutorial 3.pdf b/Other/000_Notes/Anyone can do skins tutorial 3.pdf deleted file mode 100644 index a120642..0000000 Binary files a/Other/000_Notes/Anyone can do skins tutorial 3.pdf and /dev/null differ diff --git a/Other/000_Notes/Attached Effects.doc b/Other/000_Notes/Attached Effects.doc deleted file mode 100644 index 23a98cd..0000000 Binary files a/Other/000_Notes/Attached Effects.doc and /dev/null differ diff --git a/Other/000_Notes/Battlefront2API.doclua b/Other/000_Notes/Battlefront2API.doclua deleted file mode 100644 index e43eded..0000000 --- a/Other/000_Notes/Battlefront2API.doclua +++ /dev/null @@ -1,2056 +0,0 @@ --------------------------------------------------------------- --- @module Battlefront2API - --------------------------------------------------------------- --- Sets the sound stream to play for the specified team when the other specified team has started/stopped bleeding. --- --- @param #int playerTeam Player's team number --- @param #int bleedTeam The team that's started/stopped bleeding --- @param #string streamSoundName Stream sound to play when the local player is playerTeam and bleedTeam has started/stopped bleeding --- @param #int bleeding Set to 1 to assign a started bleeding sound, set to 0 to assign a stopped bleeding sound -function SetBleedingVoiceOver(playerTeam, bleedTeam, streamSoundName, bleeding) end - --------------------------------------------------------------- --- Sets the bleeding sound stream repeat time. --- --- @param #float repeatTime Time between each repetition of the started bleeding voice over -function SetBleedingRepeatTime(repeatTime) end - --------------------------------------------------------------- --- Sets the voice over to play for the specified bonus. --- --- @param #int playerTeam Player's team number --- @param #int bonusNum The number of the bonus to be set. --- `0` - medical regen bonus (played on level load, heard by players team) --- `1` - surplus supplies bonus (played on level load, heard by players team) --- `2` - sensor boost bonus (played on level load, heard by players team) --- `3` - hero is on the battlefield (played on level load, heard by both teams) --- `4` - our team just got the reserves bonus (played when it happens, heard by players team) --- `5` - the other team just got reserves bonus (played when it happens, heard by other team) --- @param #string streamSoundName Stream sound to play when the bonus occurs (or at level load if the bonus is ongoing) -function SetPlanetaryBonusVoiceOver(playerTeam, bonusNum, streamSoundName) end - --------------------------------------------------------------- --- Sets the sound effect to play for the specified sound event. --- --- @param #string soundEventType Type of event. Can be any of the following... --- `BirdScatter` - Played when birds are spawned --- `Bird` - Attached to each bird --- `LeafFall` - Played when a falling leaf is spawned --- `ScopeDisplayAmbient` - Played when scope display is active --- `ScopeDisplayZoomIn` - When scope display zooms in --- `ScopeDisplayZoomOut` - When scope display zooms out --- `WeaponUnableSelect` - When the weapon change button is pressed but another weapon is not available --- `WeaponModeUnableSelect` - When the weapon mode change button is pressed but another mode is not available --- `SpawnDisplayUnitChange` - When unit is changed in spawn display --- `SpawnDisplayUnitAccept` - When unit is selected in spawn display --- `SpawnDisplaySpawnPointChange` - When spawn point is changed in spawn display --- `SpawnDisplaySpawnPointAccept` - When spawn point is selected in spawn display --- `SpawnDisplayBack` - When user presses the back button and returns from the map to the unit select screen in --- the spawn display --- `LockOn` - Played when player locks onto someone using the targetting display --- `HeroesUnlocked` - When heroes are unlocked in multiplayer --- `HeroSpawned` - When a player on Team `teamIndex` spawns in as the hero --- `HeroDefeated` - When a player on Team `teamIndex` dies in as the hero --- @param #string soundPropertyName Name of a SoundProperty assigned to the event --- @param #int teamIndex Only required if `soundEventType` == `"HeroSpawned"` or `"HeroDefeated"`. Index of team that player is on -function SetSoundEffect(soundEventType, soundPropertyName, teamIndex) end - --------------------------------------------------------------- --- Sets the voice over for when the specified team has low reinforcements. --- --- @param #int playerTeam Player's team number --- @param #int lowReinforcementTeam Team which has low reinforcements --- @param #string streamSoundName Sound stream to play when the local player is `playerTeam` and `lowReinforcementTeam`'s reinforcements --- have dropped below `numReinforcements` --- @param #int numReinforcements Number of reinforcements which triggers the low reinforcement stream --- @param #int isPercentage Optional argument which when set to 1 treats `numReinforcements` as a fraction (`0.0..1.0`) of maximum reinforcements -function SetLowReinforcementsVoiceOver(playerTeam, lowReinforcementTeam, streamSoundName, numReinforcements, isPercentage) end - --------------------------------------------------------------- --- Sets the out-of-bounds voice over to play for the specified team. --- --- @param #int playerTeam Player's team number --- @param #string streamSoundName Name of the stream to play when the player goes out of bounds -function SetOutOfBoundsVoiceOver(playerTeam, streamSoundName) end - --------------------------------------------------------------- --- Sets the ambient music to play for players on the specified team. --- --- @param #int playerTeam Player's team number --- @param #int reinforcementCount Reinforcement count of the player's team which triggers the specified music --- @param #string musicName Name of the music configuration --- @param #int gameStage Value from 0 to 2, where 0 = beginning, 1 = middle, and 2 = end --- @param #int isPercentage Optional argument which when set to 1 treats reinforcementCount as a fraction (`0.0..1.0`) of maximum reinforcements -function SetAmbientMusic(playerTeam, reinforcementCount, musicName, gameStage, isPercentage) end - --------------------------------------------------------------- --- Sets which music and voice overs are heard when in two-player (only?) splitscreen. --- --- @param #int teamIndex Index of the attacking team -function SetAttackingTeam(teamIndex) end - --------------------------------------------------------------- --- Sets the music to play for players on the specified team when their team is victorious. --- --- @param #int teamIndex Index of player's team --- @param #string soundStreamID ID of sound stream properties to play -function SetVictoryMusic(teamIndex, soundStreamID) end - --------------------------------------------------------------- --- Sets the music to play for players on the specified team when their team is defeated. --- --- @param #int teamIndex Index of player's team --- @param #string soundStreamID ID of sound stream properties to play -function SetDefeatMusic(teamIndex, soundStreamID) end - --------------------------------------------------------------- --- Plays the specified sound stream segment. --- --- @param #string streamFilename File containing the audio stream --- @param #string streamID ID of sound stream properties containing `segmentID` --- @param #string segmentID ID of segment within the `streamID` to play --- @param #float gain Initial gain of the stream --- @param #string busName Bus stream is assigned to (default = "Root") --- @param #int streamIndex Index of the open stream to play, `streamFilename` can be "" if this is specified. (NOTE : This is an optional argument) --- @return #int ID of the opened stream, `streamIndex` if it was specified or 0 if the function fails -function PlayAudioStream(streamFilename, streamID, segmentID, gain, busName, streamIndex) end - --------------------------------------------------------------- --- Plays the specified sound stream with the specified properties. --- --- @param #string streamFilename File containing the audio stream specified in the sound stream properties --- @param #string soundStreamID ID of the sound stream properties to play --- @param #int noOpen Set to 1 to play using a previously opened stream. (NOTE : This is an optional argument) --- @return #int ID of the opened stream (this may not be the stream that's playing) -function PlayAudioStreamUsingProperties(streamFilename, soundStreamID, noOpen) end - --------------------------------------------------------------- --- Stops and optionally closes the specified sound stream. --- --- @param #int streamIndex Index of the audio stream to stop --- @param #int close Optional argument. Set to 1 to close the stream, 0 to leave the stream open -function StopAudioStream(streamIndex, close) end - --------------------------------------------------------------- --- Opens the specified sound stream. --- --- @param #string streamFilename File containing the audio stream --- @param #string streamID ID of stream within the file --- @return #int ID of the opened stream or 0 if the function fails -function OpenAudioStream(streamFilename, streamID) end - --------------------------------------------------------------- --- Appends the specified sound stream to another stream. Just like how only one segment in an open audio stream can be --- played at a time, only one segment in a group of appended segments can be played at a time. --- --- NOTE: This can ONLY be used with streams that are stored inside the same lvl file! --- --- @param #string streamFilename File containing the stream to append to the currently open stream --- @param #string streamID ID of the stream within the file --- @param #string streamIndex Number returned from `OpenAudioStream()` which is the index of the stream to append segments to --- @return #int ID of the opened stream or 0 if the function fails -function AudioStreamAppendSegments(streamFilename, streamID, streamIndex) end - --------------------------------------------------------------- --- Returns whether or not a sound stream is currently playing. --- --- @param #string streamID ID of the stream to query --- @return #int 1 if the stream has stopped, 0 otherwise -function AudioStreamComplete(streamID) end - --------------------------------------------------------------- --- Plays the specified sound properties. --- --- @param #string soundID ID of sound properties to play -function ScriptCB_SndPlaySound(soundID) end - --------------------------------------------------------------- --- Fades the specified sound bus. --- --- @param #string busName Name of the bus to fade --- @param #float endGain Final gain of the bus --- @param #float fadeTime Time to fade the bus --- @param #float startGain Start gain of the bus (NOTE : this is an optional argument) -function ScriptCB_SndBusFade(busName, endGain, fadeTime, startGain) end - --------------------------------------------------------------- --- Scales the specified parameter for the specified sound group. --- --- @param #string groupID Identifies the group which contains sounds that are changed --- @param #string parameter Parameter to scale on each sound within the group. Can be one of the following... --- `Gain` --- `GainDev` --- `Pitch` --- `PitchDev` --- `PlayProbability` --- `PlayInterval` --- `PlayIntervalDev` --- `ReverbGain` --- `Pan` --- `MinDistance` --- `MuteDistance` --- `MaxDistance` --- `RollOff` --- `RollIn` --- `RollInDistance` --- @param #float scale Scale factor for the parameter -function ScaleSoundParameter(groupID, parameter, scale) end - --------------------------------------------------------------- --- Sets the bus that controls movie audio volume. --- --- @param #string busID ID of bus which controls the movie audio volume -function ScriptCB_SetMovieAudioBus(busID) end - --------------------------------------------------------------- --- Exaggerates or reduces doppler effects. --- --- @param #float dopplerFactor Default value is 1.0. To reduce doppler effects use values --- less than 1.0, to exaggerate use values greater than 1.0 -function ScriptCB_SetDopplerFactor(dopplerFactor) end - --------------------------------------------------------------- --- Plays the specified music. --- --- @param #string musicID ID of the music to play in game -function ScriptCB_PlayInGameMusic(musicID) end - --------------------------------------------------------------- --- Stops the music previously played using `ScriptCB_PlayInGameMusic()`. -function ScriptCB_StopInGameMusic() end - --------------------------------------------------------------- --- Enables or disables command post voice overs. --- --- @param #int enabled Set to 1 to enable command post VO, 0 to disable command post VO -function ScriptCB_EnableCommandPostVO(enabled) end - --------------------------------------------------------------- --- Enables or disables hero music. --- --- @param #int enabled Set to 1 to enable hero music, 0 to disable hero music -function ScriptCB_EnableHeroMusic(enabled) end - --------------------------------------------------------------- --- Enables or disables hero voice overs. --- --- @param #int enabled Set to 1 to enable hero voice overs, 0 to disable hero voice overs -function ScriptCB_EnableHeroVO(enabled) end - --------------------------------------------------------------- --- Sets the gain of the ingame bus when the spawn display is visible. --- --- @param #float gain 0..1 - Gain of the ingame bus when the spawn display is visible (default = 0.2) --- @param #float fadeTime Time, in seconds, to fade the ingame bus (default = 3.0) -function ScriptCB_SetSpawnDisplayGain(gain, fadeTime) end - --------------------------------------------------------------- --- Enables or disables the specified trigger sound region. --- --- @param #string groupName Name of the trigger sound region group to enable/disable --- @param #int enabled 1 to enable, 0 to disable. (default = 1) -function ScriptCB_TriggerSoundRegionEnable(groupName, enabled) end - --------------------------------------------------------------- --- Returns the entity class of the specified class name. --- --- @param #string entityClassName Name of the entity class --- @return Entity class -function FindEntityClass(entityClassName) end - --------------------------------------------------------------- --- Sets the amount of extra(?) model memory to allocate for the map on the PS2. --- --- @param #int bytes Bytes to allocate -function SetPS2ModelMemory(bytes) end - --------------------------------------------------------------- --- For CollisionManager and TreeGrid sizes... --- --- `SetWorldExtents` and `ScriptPreInit` go hand in hand. When building a Space level, you may notice that when you exit --- your ship you instantly die. You also might find that running around certain parts of your ship you will die --- without taking damage. That’s what `SetWorldExtents` is for. If you have this set to 2500, but you’re still finding --- that the world is killing you (and you’re not walking into a death region) then bump it up to enlarge the soldier --- based playable space. --- --- Might have to go in `ScriptPreInit`. --- --- @param #int amount New world extents in meters(?) -function SetWorldExtents(amount) end - --------------------------------------------------------------- --- Sets the amount of memory to take from the artist memory pools and reallocate. (Where to, though?) --- --- @param #int bytes Bytes to reallocate -function StealArtistHeap(bytes) end - --------------------------------------------------------------- --- Loads the specified lvl file. Sub-lvls contained in the lvl file can be loaded in subsequent arguments like so: --- `ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep3_trooper", "rep_inf_ep3_engineer", "rep_hero_anakin")` --- --- You can also load a sub-lvl with a semicolon in the `sourceFilename` argument like so: --- `ReadDataFile("dc:Sound\\abc.lvl;ABCg")` --- --- @param #string sourceFilename Path of the lvl file to load, a single sub-lvl can be loaded by appending a semicolon followed by the name of the sub-lvl to this --- @param #string ... Optional. Any additional sub-lvls to load -function ReadDataFile(sourceFilename, ...) end - --------------------------------------------------------------- --- Loads the specified lvl file during run-time (I think?). Sub-lvls contained in the lvl file can be loaded in subsequent arguments like so: --- `ReadDataFile("dc:SIDE\\rep.lvl", "rep_inf_ep3_trooper", "rep_inf_ep3_engineer", "rep_hero_anakin")` --- --- You can also load a sub-lvl with a semicolon in the `sourceFilename` argument like so: --- `ReadDataFile("dc:Sound\\abc.lvl;ABCg")` --- --- @param #string sourceFilename Path of the lvl file to load, a single sub-lvl can be loaded by appending a semicolon followed by the name of the sub-lvl --- @param #string ... Optional. Any additional sub-lvls to load -function ReadDataFileInGame(sourceFilename, ...) end - --------------------------------------------------------------- --- Sets the amount of memory to allocate to a temporary pool. Used in galactic conquest. (What for specifically, though?) --- --- @param #int bytes Bytes to allocate -function SetupTempHeap(bytes) end - --------------------------------------------------------------- --- Clears the temporary memory pool created with `SetupTempHeap`. -function ClearTempHeap() end - --------------------------------------------------------------- --- Adds a shot to the map's set of camera shots. These are the different camera angles that you cycle --- through while in spectator mode when there's no players to spectate. --- Use the `DumpCamera` console command to print new ones to the debug log. --- --- @param #float quatW Quaternion's W value for camera rotation --- @param #float quatX Quaternion's X value for camera rotation --- @param #float quatY Quaternion's Y value for camera rotation --- @param #float quatZ Quaternion's Z value for camera rotation --- @param #float posX Value of camera's X position --- @param #float posY Value of camera's Y position --- @param #float posZ Value of camera's Z position -function AddCameraShot(quatW, quatX, quatY, quatZ, posX, posY, posZ) end - --------------------------------------------------------------- --- Sets the camera's rotation (in quaternions). Note that the camera is immediately reset if the player is controlling a --- Controllable entity. --- --- @param #float quatW Quaternion's W value for camera rotation --- @param #float quatX Quaternion's X value for camera rotation --- @param #float quatY Quaternion's Y value for camera rotation --- @param #float quatZ Quaternion's Z value for camera rotation -function SetCameraRotation(quatW, quatX, quatY, quatZ) end - --------------------------------------------------------------- --- Sets the camera's position. Note that the camera is immediately reset if the player is controlling a Controllable entity. --- --- @param #float posX Value of camera's X position --- @param #float posY Value of camera's Y position --- @param #float posZ Value of camera's Z position -function SetCameraPosition(posX, posY, posZ) end - --------------------------------------------------------------- --- Moves the camera to the specified entity. Used in galactic conquest. --- --- @param entity Entity to move camera to -function MoveCameraToEntity(entity) end - --------------------------------------------------------------- --- Sets the map camera's position. Used in galactic conquest. --- --- @param #int posX X position --- @param #int posY Y position --- @param #int posZ Z position -function SetMapCameraPosition(posX, posY, posZ) end - --------------------------------------------------------------- --- Returns the map camera's position values. Used in galactic conquest. --- --- @return #int X position --- @return #int Y position --- @return #int Z position -function GetMapCameraPosition() end - --------------------------------------------------------------- --- Sets the map camera's position offset for the specified level of zoom. Used in galactic conquest. --- --- @param #int zoom Level of zoom for which to set camera offset (0 = wide, 1 = normal, 2 = focus) --- @param #int posX X position offset --- @param #int posY Y position offset --- @param #int posZ Z position offset -function SetMapCameraOffset(zoom, posX, posY, posZ) end - --------------------------------------------------------------- --- Sets the map camera's pitch for the specified level of zoom. Used in galactic conquest. --- --- @param #int zoom Level of zoom for which to set camera pitch --- @param #float pitch Amount to pitch camera by -function SetMapCameraPitch(zoom, pitch) end - --------------------------------------------------------------- --- Sets the map camera's zoom level. Used in galactic conquest. --- --- @param #int zoom Level of zoom (0 = wide, 1 = normal, 2 = focus) --- @param #int dir Optional argument. Direction of zoom (1 = zoom in, 0 = zoom out) --- @param #float ratio Optional argument. Ratio of the shortest and longest ranges of the zoom lens. For example, --- an 18-55 mm lens has a ratio of 0.33, or about 1:3, while a 75-300 mm lens ratio is 0.25, --- or 1:4. Note that the zoom ratios have no connection to field of view, but merely express --- the range between short and long -function SetMapCameraZoom(zoom, dir, ratio) end - --------------------------------------------------------------- --- Returns the map camera's current zoom values. Used in galactic conquest. --- --- @return #int Level of zoom (0 = wide, 1 = normal, 2 = focus) --- @return #int Direction of zoom (1 = zoom in, 0 = zoom out) --- @return #float Ratio of the shortest and longest ranges of the zoom lens. For example, an 18-55 mm lens --- has a ratio of 0.33, or about 1:3, while a 75-300 mm lens ratio is 0.25, or 1:4. Note --- that the zoom ratios have no connection to field of view, but merely express the range --- between short and long -function GetMapCameraZoom() end - --------------------------------------------------------------- --- Snaps the map camera in place. Used in galactic conquest. -function SnapMapCamera() end - --------------------------------------------------------------- --- Restarts the shell. --- --- @param #string state Set to "State" -function SetState(state) end - --------------------------------------------------------------- --- Sets the mission as historical, might be related to Galactic Conquest? Obsolete, used in SWBF1. -function SetHistorical() end - --------------------------------------------------------------- --- Sets the name of the specified team. The names "neutral", "neu", "alliance", "all", "empire", "imp", "republic", "rep", --- and "cis" map to pre-defined team identifiers; anything else maps to locals. (Yes, this is not very general.) --- --- @param #int teamIndex Index of team --- @param #string key Localization key (not the full path) of the team name, which must be located in the --- scope `"level.ABC."` (replacing `ABC` with the map's ID) -function SetTeamName(teamIndex, key) end - --------------------------------------------------------------- --- Sets the aggressiveness of the AI on the specified team. --- --- @param #int teamIndex Index of team --- @param #float aggressiveness Aggressiveness value, higher means more aggressive (`0.0..1.0`) -function SetTeamAggressiveness(teamIndex, aggressiveness) end - --------------------------------------------------------------- --- Controls how far downwards from the center of the world the AI can fly. These are used on ground based maps to limit --- the jet classes and jedi, but is also used to keep flyers from getting too far below the space battlefield. To find --- an appropriate height, use `PrintPlayerPos` in the console, fly to your desired min height, and punch those numbers --- in. It’s best to keep the MinFlyHeight and the MinPlayerFlyHeight in line with each other to avoid AI doing things --- that players can’t. --- --- @param #int height Height in meters(?) -function SetMinFlyHeight(height) end - --------------------------------------------------------------- --- Controls how far upwards from the center of the world the AI can fly. These are used on ground based maps to limit --- the jet classes and jedi, but is also used to keep flyers from getting too far above the space battlefield. To find --- an appropriate height, use `PrintPlayerPos` in the console, fly to your desired max height, and punch those numbers --- in. It’s best to keep the MaxFlyHeight and the MaxPlayerFlyHeight in line with each other to avoid AI doing things --- that players can’t. --- --- @param #int height Height in meters(?) -function SetMaxFlyHeight(height) end - --------------------------------------------------------------- --- Controls how far downwards from the center of the world the player can fly. These are used on ground based maps to --- limit the jet classes and jedi, but is also used to keep flyers from getting too far below the space battlefield. To --- find an appropriate height, use `PrintPlayerPos` in the console, fly to your desired min height, and punch those --- numbers in. It’s best to keep the MinFlyHeight and the MinPlayerFlyHeight in line with each other to avoid AI doing --- things that players can’t. --- --- @param #int height Height in meters(?) -function SetMinPlayerFlyHeight(height) end - --------------------------------------------------------------- --- Controls how far upwards from the center of the world the player can fly. These are used on ground based maps to --- limit the jet classes and jedi, but is also used to keep flyers from getting too far above the space battlefield. To --- find an appropriate height, use `PrintPlayerPos` in the console, fly to your desired min height, and punch those --- numbers in. It’s best to keep the MaxFlyHeight and the MaxPlayerFlyHeight in line with each other to avoid AI doing --- things that players can’t. --- --- @param #int height Height in meters(?) -function SetMaxPlayerFlyHeight(height) end - --------------------------------------------------------------- --- Enables uber mode, which allows more than 32 units per team. --- --- @param #int enabled Set to 1 to enable, or 0 to disable -function SetUberMode(enabled) end - --------------------------------------------------------------- --- Exact functionality unknown, but likely allows AI units to jetjump at will instead of restricting them to JetJump hint nodes. Used in Kamino. --- --- @param #int allow Set to 1 to allow, or 0 to disallow (default = 1) -function SetAllowBlindJetJumps(allow) end - --------------------------------------------------------------- --- Unused, exact functionality unknown. Might be related to AI planning requests. --- --- @param #float time Wait time in seconds -function SetStationaryWaitTime(time) end - --------------------------------------------------------------- --- Sets the icon of the specified team to the specified texture. Not sure where exactly this is used. --- --- @param #int teamnIndex Index of team --- @param #string icon Name of icon texture -function SetTeamIcon(teamIndex, icon) end - --------------------------------------------------------------- --- Makes the specified `team` regard the `other` team as an enemy. It does not affect how the `other` team regards the specified `team`! --- --- @param #int team Index of team to set views of --- @param #int other Index of team that's being viewed as enemy -function SetTeamAsEnemy(team, other) end - --------------------------------------------------------------- --- Makes the specified `team` regard the `other` team as a neutral. It does not affect how the `other` team regards the specified `team`! --- --- @param #int team Index of team to set views of --- @param #int other Index of team that's being viewed as neutral -function SetTeamAsNeutral(team, other) end - --------------------------------------------------------------- --- Makes the specified `team` regard the `other` team as an ally. It does not affect how the `other` team regards the specified `team`! --- --- @param #int team Index of team to set views of --- @param #int other Index of team that's being viewed as ally -function SetTeamAsFriend(team, other) end - --------------------------------------------------------------- --- Sets the number of units the specified team has. --- --- @param #int teamIndex Index of team --- @param #int count Number of units -function SetUnitCount(teamIndex, count) end - --------------------------------------------------------------- --- Returns the number of units the specified team has. --- --- @param #int teamIndex Index of team --- @return #int Team's unit count -function GetUnitCount(teamIndex) end - --------------------------------------------------------------- --- Sets the specified team's ticket count. --- --- @param #int teamIndex Index of team --- @param #int tickets Number of tickets to set to -function SetReinforcementCount(teamIndex, tickets) end - --------------------------------------------------------------- --- Returns the specified team's current ticket count. --- --- @param #int teamIndex Index of team --- @return #int Number of tickets -function GetReinforcementCount(teamIndex) end - --------------------------------------------------------------- --- Adds the specified number of tickets to the specified team's ticket count. --- --- @param #int teamIndex Index of team --- @param #int tickets Number of tickets to add, use negative value to subtract tickets -function AddReinforcements(teamIndex, tickets) end - --------------------------------------------------------------- --- Sets the specified team's point count. --- --- @param #int teamIndex Index of team --- @param #int points Number of points to set to -function SetTeamPoints(teamIndex, points) end - --------------------------------------------------------------- --- Returns the specified team's current point count. --- --- @param #int teamIndex Index of team --- @return #int Number of points -function GetTeamPoints(teamIndex) end - --------------------------------------------------------------- --- Adds the specified number of points to the specified team's point count. --- --- @param #int teamIndex Index of team --- @param #int points Number of points to add, use negative value to subtract points -function AddTeamPoints(teamIndex, points) end - --------------------------------------------------------------- --- Gives the specified character unit flag capture points. --- --- @param #int integerChrIdx Integer index of character unit -function AddFlagCapturePoints(integerChrIdx) end - --------------------------------------------------------------- --- Gives the specified character unit assault destroy points. --- --- @param #int integerChrIdx Integer index of character unit -function AddAssaultDestroyPoints(integerChrIdx) end - --------------------------------------------------------------- --- Gives the specified character unit space assault destroy points for the specified object. --- --- @param #int integerChrIdx Integer index of character unit --- @param #string object ID of object -function AddSpaceAssaultDestroyPoints(integerChrIdx, object) end - --------------------------------------------------------------- --- Returns the faction ID of the specified team. Not sure what this is used for. --- --- @param #int teamIndex Index of team --- @return #string Team's faction ID -function GetTeamFactionId(teamIndex) end - --------------------------------------------------------------- --- Adds the specified unit class to the specified team. --- --- @param #int teamIndex Index of team --- @param #string unitClass Name of unit class (example: `"imp_inf_trooper"`) --- @param #int minUnits Minimum number of AI units that can spawn as this class --- @param #int maxUnits Optional argument. Maximum number of AI units that can spawn as this class. If the unit class has --- a `PointsToUnlock` value specified in its ODF, this argument acts as the maximum number of AI and --- player units that can spawn as this class. -function AddUnitClass(teamIndex, unitClass, minUnits, maxUnits) end - --- Hero - --------------------------------------------------------------- --- Sets the hero class for the specified team. --- --- @param #int teamIndex Index of team --- @param #string heroClass Name of hero class (example: `"imp_hero_vader"`) -function SetHeroClass(teamIndex, heroClass) end - --------------------------------------------------------------- --- Turns on the hero rules for the game. This should be present in every multiplayer script, unless you do not actually want heroes --- in your map. Simply omit this line, and you will never get heroes in your game. -function EnableSPHeroRules() end - --------------------------------------------------------------- --- Turns on the campaign hero rules for the game. This should be present in every campaign script for missions that include heroes. -function EnableSPScriptedHeroes() end - --------------------------------------------------------------- --- Unused. Sets the rule by which the hero is unlocked. --- --- @param #string rule Unlock rule to use, possible options are unknown -function SetHeroUnlockRule(rule) end - --------------------------------------------------------------- --- Unused. Sets the hero player rule (whatever that means). --- --- @param #string rule Team rule to use, possible options are unknown -function SetHeroTeamRule(rule) end - --------------------------------------------------------------- --- Unused. Sets the hero player rule (whatever that means). --- --- @param #string rule Player rule to use, possible options are unknown -function SetHeroPlayerRule(rule) end - --------------------------------------------------------------- --- Unused. Sets the rule by which the hero respawns. --- --- @param #string rule Respawn rule to use, possible options are unknown -function SetHeroRespawnRule(rule) end - --------------------------------------------------------------- --- Unlocks the hero for the specified team. --- --- @param #int teamIndex Index of team -function UnlockHeroForTeam(teamIndex) end - --------------------------------------------------------------- --- Forces the specified character unit to accept the unlocked hero, automatically bringing them to the spawn screen. --- --- @param #int integerChrIdx Character unit index returned by GetCharacterUnit -function AcceptHero(integerChrIdx) end - --------------------------------------------------------------- --- Shows all units on the minimap if enabled. --- --- @param #int enabled Set to 1 to show all units, or 0 to put back to normal -function ShowAllUnitsOnMinimap(enabled) end - --------------------------------------------------------------- --- Shows or hides the CTF points for the specified team. --- --- @param #int teamIndex Index of team --- @param #int enabled Set to 1 to show points, or 0 to hide -function ShowTeamPoints(teamIndex, enabled) end - --------------------------------------------------------------- --- Activates a bonus for the specified team. --- --- @param #int teamIndex Index of team to activate bonus for --- @param #string bonus Bonus to activate. Allowed values: --- `MEDICAL_SUPPLIES` --- `SURPLUS_SUPPLIES` --- `SENSOR_BOOST` --- `HERO` --- `RESERVES` --- `SABOTAGE` --- `SNEAK_ATTACK` --- `TRAINING` -function ActivateBonus(teamIndex, bonus) end - --------------------------------------------------------------- --- Sets the specified team's ticket bleed rate. --- --- @param #int teamIndex Index of team --- @param #float rate Bleed rate to set to -function SetBleedRate(teamIndex, rate) end - --------------------------------------------------------------- --- Returns the specified team's current ticket bleed rate. --- --- @param #int teamIndex Index of team --- @return #float Team's bleed rate -function GetBleedRate(teamIndex) end - --------------------------------------------------------------- --- Obsolete, from SWBF1. Sets the carrier class for the specified team. --- --- @param #int teamIndex Index of team --- @param #string class Name of carrier class (example: `"rep_fly_vtrans"`) -function SetCarrierClass(teamIndex, class) end - --------------------------------------------------------------- --- Specifies an initial spawn delay. All levels use this call. You should never have to modify the values. --- --- @param #float num1 Unknown, always set to `10.0` --- @param #float num2 Unknown, always set to `0.25` -function SetSpawnDelay(num1, num2) end - --------------------------------------------------------------- --- Specifies an initial spawn delay for the specified team. All levels use this call. You should never have to modify the values. --- --- @param #float num1 Unknown, always set to `10.0` --- @param #float num2 Unknown, always set to `0.25` --- @param #int teamIndex Index of team -function SetSpawnDelayTeam(num1, num2, teamIndex) end - --------------------------------------------------------------- --- Sets a switch in the code that controls a number of AI behaviors. If this were a very foggy map, with a short view distance, --- you would set this to "true" which would make the AI see a shorter distance, and other various things to make the AI act --- more appropriately in an environment with limited visibility. --- --- Synonymous with `SetUrbanEnvironment()`. --- --- @param #string enabled Set to "true" to enable, or "false" to disable -function SetDenseEnvironment(enabled) end - --------------------------------------------------------------- --- Sets the distance from which AI scout units can snipe when using 'attack' snipe hint nodes. --- --- @param #int distance Average distance in meters from which AI can snipe -function SetAttackerSnipeRange(distance) end - --------------------------------------------------------------- --- Sets the distance from which AI scout units can snipe when using 'defend' snipe hint nodes. --- --- @param #int distance Average distance in meters from which AI can snipe -function SetDefenderSnipeRange(distance) end - --------------------------------------------------------------- --- Makes AI units stay in turrets, but under what conditions, no one knows... Found on Endor. --- --- @param #int enabled Set to 1 to enable, or 0 to disable -function SetStayInTurrets(enabled) end - --------------------------------------------------------------- --- Sets the maximum collision distance for asteroids. What this does exactly is unclear. --- --- @param #int distance Maximum collision distance (likely in meters) -function SetMaxCollisionDistance(distance) end - --------------------------------------------------------------- --- Sets the particle LOD bias (probably correlates to particle view distance). Needed for particles in space --- to work properly, don’t delete it! --- --- @param #int bias LOD bias value, is set to `15000` in stock space maps -function SetParticleLODBias(bias) end - --------------------------------------------------------------- --- Sets the size of the specified memory pool. --- --- @param #string memoryPool Memory pool to set size of. Possible values: --- `AcklayData` --- `ActiveRegion` --- `Aimer` --- `AmmoCounter` --- `Asteroid` --- `BaseHint` --- `ClothData` - need 1 per cloth object in the level --- `Combo` - should be ~ 2x number of jedi classes --- `Combo::Attack` - should be ~8-12x #Combo --- `Combo::Condition` - should be a bit bigger than #Combo::State --- `Combo::DamageSample` - should be ~8-12x #Combo::Attack --- `Combo::Deflect` - should be ~1x #combo --- `Combo::State` - should be ~12x #Combo --- `Combo::Transition` - should be a bit bigger than #Combo::State --- `CommandFlyer` --- `CommandHover` --- `CommandWalker` --- `ConnectivityGraphFollower` --- `EnergyBar` --- `EntityBuildingArmedDynamic` --- `EntityCarrier` --- `EntityCloth` --- `EntityDefenseGridTurret` --- `EntityDroid` --- `EntityDroideka` --- `EntityFlyer` - need 1 per flyer in the level --- `EntityHover` --- `EntityLight` --- `EntityMine` --- `EntityPortableTurret` --- `EntityRemoteTerminal` --- `EntitySoldier` --- `EntitySoundStatic` --- `EntitySoundStream` --- `EntityTauntaun` - need 1 per tauntaun in the level --- `EntityWalker` - need 1 per walker in the level --- `FlagItem` - need 1 per flag in the level --- `FLEffectObject::OffsetMatrix` --- `LightFlash` --- `MountedTurret` --- `Music` --- `Navigator` --- `Obstacle` --- `Ordnance` --- `OrdnanceTowCable` --- `ParticleEmitter` --- `ParticleEmitterInfoData` --- `ParticleEmitterObject` --- `ParticleTransformer::ColorTrans` - must go before the stock `ingame.lvl` is loaded --- `ParticleTransformer::PositionTr` - must go before the stock `ingame.lvl` is loaded --- `ParticleTransformer::SizeTransf` - must go before the stock `ingame.lvl` is loaded --- `PassengerSlot` --- `PathFollower` --- `PathNode` --- `PathRequest` --- `PowerupItem` --- `RedOmniLight` --- `ShieldEffect` --- `SoldierAnimation` --- `SoundSpaceRegion` --- `TentacleSimulator` --- `Timer` --- `TreeGridStack` --- `UnitAgent` --- `UnitController` --- `Weapon` --- @param #int size Size of memory pool -function SetMemoryPoolSize(memoryPool, size) end - --------------------------------------------------------------- --- Sets how many types of birds there are in the level. --- --- @param #int types Number of bird types -function SetNumBirdTypes(types) end - --------------------------------------------------------------- --- Declares a new bird type. --- --- @param #int disable Exact functionality unknown, seems to disable birds of this type when set to 1 --- @param #float size Size of birds of this type --- @param #string texture Name of bird texture -function SetBirdType(disable, size, texture) end - --------------------------------------------------------------- --- Sets the lowest height at which flocks of birds can fly. --- --- @param #int height Minimum flying height -function SetBirdFlockMinHeight(height) end - --------------------------------------------------------------- --- Sets how many types of fish there are in the level. --- --- @param #int types Number of fish types -function SetNumFishTypes(types) end - --------------------------------------------------------------- --- Declares a new fish type. --- --- @param #int disable Exact functionality unknown, seems to disable fish of this type when set to 1 --- @param #float size Size of fish of this type --- @param #string texture Name of fish texture -function SetFishType(disable, size, texture) end - --------------------------------------------------------------- --- Fills the specified region with asteroids. Each asteroid will move in the X, Y, and Z directions at a random velocity within the range --- of each `minSpeed` and `maxSpeed` argument. Asteroid velocity is probably measured in meters per second. This randomized velocity is --- different for each asteroid. --- --- NOTE: Asteroids won't appear unless the "Asteroid" memory pool is filled >= the total number of asteroids that --- are in the level! --- --- @param #string region ID of region class --- @param #string class Name of asteroid class (example: `"spa1_prop_asteroid_03"`) --- @param #int count Number of asteroids to fill the region with --- @param #float maxSpeedX Maximum asteroid drift speed in X direction (default = 0) --- @param #float maxSpeedY Maximum asteroid drift speed in Y direction (default = 0) --- @param #float maxSpeedZ Maximum asteroid drift speed in Z direction (default = 0) --- @param #float minSpeedX Minimum asteroid drift speed in X direction (default = 0) --- @param #float minSpeedY Minimum asteroid drift speed in Y direction (default = 0) --- @param #float minSpeedZ Minimum asteroid drift speed in Z direction (default = 0) -function FillAsteroidRegion(region, class, count, maxSpeedX, maxSpeedY, maxSpeedZ, minSpeedX, minSpeedY, minSpeedZ) end - --------------------------------------------------------------- --- Fills the specified path with asteroids. The distribution of the asteroids along the path's spline is more-or-less even. However, the --- position of each asteroid is also offset in a random direction. The distance of this offset is a random value between 0 and `maxOffset`. --- This randomized offset is different for each asteroid. --- --- Each asteroid will move in the X, Y, and Z directions at a random velocity within the range of each `minSpeed` and `maxSpeed` --- argument. Asteroid velocity is probably measured in meters per second. This randomized velocity is different for each asteroid. --- --- NOTE: Asteroids won't appear unless the "Asteroid" memory pool is filled >= the total number of asteroids that --- are in the level! --- --- @param #string path ID of path --- @param #float maxOffset Maximum distance (probably in meters) to offset each asteroid's position by (default = 0) --- @param #string class Name of asteroid class (example: `"spa1_prop_asteroid_03"`) --- @param #int count Number of asteroids to fill the path with --- @param #float maxSpeedX Maximum asteroid drift speed in X direction (default = 0) --- @param #float maxSpeedY Maximum asteroid drift speed in Y direction (default = 0) --- @param #float maxSpeedZ Maximum asteroid drift speed in Z direction (default = 0) --- @param #float minSpeedX Minimum asteroid drift speed in X direction (default = 0) --- @param #float minSpeedY Minimum asteroid drift speed in Y direction (default = 0) --- @param #float minSpeedZ Minimum asteroid drift speed in Z direction (default = 0) -function FillAsteroidPath(path, maxOffset, class, count, maxSpeedX, maxSpeedY, maxSpeedZ, minSpeedX, minSpeedY, minSpeedZ) end - --------------------------------------------------------------- --- Registers the specified region class as a death region. Entities that enter this region will be immediately killed. --- --- @param #string regionClass ID of region class -function AddDeathRegion(regionClass) end - --------------------------------------------------------------- --- Registers the specified region class as a landing region. Flyers will be able to land when inside of this region. --- --- @param #string regionClass ID of region class -function AddLandingRegion(regionClass) end - --------------------------------------------------------------- --- Removes the specified region class. Death regions and landing regions removed by RemoveRegion can be re-added --- with AddDeathRegion or AddLandingRegion. --- --- @param #string regionClass ID of region class -function RemoveRegion(regionClass) end - --------------------------------------------------------------- --- Returns whether or not the specified character is in the specified region. --- --- @param #int integerChrIdx Integer index of character --- @param #string region ID of region class --- @return #int 1 if character is in region, 0 if not -function IsCharacterInRegion(integerChrIdx, region) end - --------------------------------------------------------------- --- Returns the name of the specified region class. --- --- @param #string region ID of region class --- @return #string Name of region -function GetRegionName(region) end - --------------------------------------------------------------- --- Returns the class of the specified region. --- --- @param #string region Name of region --- @return #string ID of region class -function GetRegion(region) end - --------------------------------------------------------------- --- Wipes out any allocations that may have been done automatically for walkers. You’ll need to have this line in, --- and uncommented if you want to have walkers in your level. -function ClearWalkers() end - --------------------------------------------------------------- --- Adds walkers to your level. --- --- The first number inside the parenthesis (numPairs) specifies how many leg pairs the walker type has. --- Droidekas are set up as a special case, with 0 leg pairs. So as you can see below, we have AddWalkerType(0,4), this --- specifies that we will have 4 walkers with 0 leg pairs (droidekas). 1 leg pair would specify a walker with one pair --- of legs, an ATST for example, or a one-man ATST from the Clone Wars era. So for 2 ATSTs, we would have a line that --- says AddWalkerType(1, 2). 2 leg pairs would be a unit like the CIS spider walker, or an ATAT, and 3 leg pairs would --- be the 6-legged walker from the Clone Wars era. --- --- **Examples:** --- --- `AddWalkerType(0, 4) -- special -> droidekas, 0x4 (4 droidekas)` --- `AddWalkerType(1, 2) -- 1x2 (2 walkers with 1 pair of legs)` --- `AddWalkerType(2, 4) -- 2x4 (4 walkers with 2 pairs of legs)` --- `AddWalkerType(3, 1) -- 3x1 (1 walker with 3 pairs of legs)` --- --- @param #int numPairs How many leg pairs the walker type has --- @param #int count Max number of walkers of this type that can exist simultaneously in the level -function AddWalkerType(numPairs, count) end - --------------------------------------------------------------- --- Sets the distance around a waiting vehicle from which AI can be lured in. --- --- @param #int radius Notify radius in meters (probably) -function SetAIVehicleNotifyRadius(radius) end - --------------------------------------------------------------- --- Sets the overall view distance for AI. --- --- @param #float visibility Multiplier for how far AI can see -function SetAIViewMultiplier(visibility) end - --------------------------------------------------------------- --- Sets the distance from which AI scout units can snipe. --- --- @param #int distance Average distance in meters from which AI can snipe -function AISnipeSuitabilityDist(distance) end - --------------------------------------------------------------- --- When enabled, makes it so AI flyers are spatially aware of the ground, thus reducing/eliminating the chances of them crashing into it. --- --- @param #int enabled Set to 1 to enable, set to 0 to disable (default = 0) -function SetGroundFlyerMap(enabled) end - --------------------------------------------------------------- --- Turns on AutoBalancing. This will work for Conquest/Assault/CTF games. Not campaign. Basically --- if the score gets too far in one teams favor (+/- 40 conquest, 60 assault, 1 ctf) it will make --- the losing team better and the winning team worse until things get back to close again. -function EnableAIAutoBalance() end - --------------------------------------------------------------- --- Turns off AutoBalancing. It is on by default so you should use this for your campaign mode scripts. -function DisableAIAutoBalance() end - --------------------------------------------------------------- --- Sets the current difficulty modifier. This can be called from any point within a mission. So if you --- want the bad guys to be more difficult on just one objective, call this with say (0,2) in the OnStart --- function, then call it again with (0,0) to reset it in the OnComplete function. --- --- @param #int player Modifier for player team, positive value = team is better, negative value = team is worse (default = 0) --- @param #int enemy Modifier for enemy team, positive value = team is better, negative value = team is worse (default = 0) --- @param #string difficulty Optional argument. Sets the player and enemy difficulty only for this profile difficulty mode ("easy", "medium", or "hard") -function SetAIDifficulty(player, enemy, difficulty) end - --------------------------------------------------------------- --- Notifies the C++ code that the specified objective (uniquely identified in `text` parameter) exists for the specified team. --- Optionally specifies the text to show in a popup once the objective is activated. --- --- @param #int teamIndex Index of team to add the objective to --- @param #string text Path to localized text to display in the objective list once the objective is activated --- (example: `"level.ABC.objectives.1"`) --- @param #string popupText Optional argument. Path to localized text to display in a popup once the objective is --- activated (example: `"level.ABC.objectives.1_popup"`) -function AddMissionObjective(teamIndex, text, popupText) end - --------------------------------------------------------------- --- Tells the C++ code to activate the specified objective. --- --- @param #string text Path to localized text of the objective to activate (example: `"level.ABC.objectives.1"`) -function ActivateObjective(text) end - --------------------------------------------------------------- --- Tells the C++ code to complete the specified objective. --- --- @param #string text Path to localized text of the objective to complete (example: `"level.ABC.objectives.1"`) -function CompleteObjective(text) end - --------------------------------------------------------------- --- Adds the specified hint to the list of hints for the level. --- --- @param #string hintText Path to localized text of the hint (example: `"level.ABC.hints.1"`) -function AddMissionHint(hintText) end - --------------------------------------------------------------- --- Sets the flag gameplay type for the level. --- --- @param #string type Flag gameplay type. Possible values: --- `none` --- `1flag` --- `2flag` --- `campaign` -function SetFlagGameplayType(type) end - --- Space Assault - --------------------------------------------------------------- --- Notifies C++ that we're running space assault now so it can do team scoring with critical systems and whatnot. --- --- @param #bool enabled Set to true to enable, or false to disable (default = false) -function SpaceAssaultEnable(enabled) end - --------------------------------------------------------------- --- Adds a critical system to be destroyed in space assault. --- --- @param #string name Name of the object in the level --- @param #int pointValue How many points the object is worth when it's destroyed --- @param #float hudPosX X coordinate for placing the hud health indicator for the critical system (`0.0..1.0`) --- @param #float hudPosY Y coordinate for placing the hud health indicator for the critical system (`0.0..1.0`) --- @param #bool displayHUDMarker Optional argument. Set to true to display the HUD marker, or false to not display it (default = true) -function SpaceAssaultAddCriticalSystem(name, pointValue, hudPosX, hudPosY, displayHUDMarker) end - --------------------------------------------------------------- --- Links together all of the critical system objects (the names of which are stored in the specified table) as one marker in space assault. --- --- @param #table objects Table containing the names of critical system objects to link together -function SpaceAssaultLinkCriticalSystems(objects) end - --------------------------------------------------------------- --- Unused. Exact functionality unknown. --- --- @param unknown Unknown argument -function SpaceAssaultSetupTeamNumbers(unknown) end - --------------------------------------------------------------- --- Sets up the HUD bitmaps for each team's capital ship, systems, etc. --- --- @param #string shipBitmapATT Name of texture to use for ATT team's ship --- @param #string shipBitmapDEF Name of texture to use for DEF team's ship --- @param #string shieldBitmapATT Name of texture to use for ATT team's shields --- @param #string shieldBitmapDEF Name of texture to use for DEF team's shields --- @param #string critSysBitmapATT Name of texture to use for each of ATT team's critical systems --- @param #string critSysBitmapDEF Name of texture to use for each of DEF team's critical systems -function SpaceAssaultSetupBitmaps(shipBitmapATT, shipBitmapDEF, shieldBitmapATT, shieldBitmapDEF, critSysBitmapATT, critSysBitmapDEF) end - --------------------------------------------------------------- --- Returns the score limit for space assault. --- --- @return #int Score limit that each team must reach to win -function SpaceAssaultGetScoreLimit() end - --------------------------------------------------------------- --- Returns whether or not the current mission is using non-multiplayer rules. --- --- @return #int 1 if using non-multiplayer rules, 0 if using multiplayer rules -function IsCampaign() end - --------------------------------------------------------------- --- Returns the name of the first wld file that was loaded in the map. For example, if the stock hot1.lvl --- file is loaded, this function will return *hoth*, since the wld file in hot1 is called *hoth.wld*. --- --- @return #string Name of the first-loaded wld file -function GetWorldFilename() end - --- Messages - --------------------------------------------------------------- --- Prints the specified localized key in the message box in the player's HUD. For example, printing the key --- "level.cor1.objectives.campaign.1" would print "Capture the Jedi Council Chamber". --- --- @param #string keyPath Full path of localized key to show (example: "level.cor1.objectives.campaign.1") --- @param #int teamIndex Optional argument. Index of team to show message to if specified, or shows to players on both teams if unspecified -function ShowMessageText(keyPath, teamIndex) end - --------------------------------------------------------------- --- DEPRECATED, DOESN'T WORK. --- --- @param #string keyPath Full path of localized key to show (example: "level.cor1.objectives.campaign.1") -function ShowPopup(keyPath) end - --------------------------------------------------------------- --- DEPRECATED, DOESN'T WORK. --- --- @param #string keyPath Full path of localized key to show (example: "level.cor1.objectives.campaign.1") -function ShowObjectiveTextPopup(keyPath) end - --------------------------------------------------------------- --- Shows or hides the specified Timer. --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer to show. Set to nil (or leave blank) to hide all Timers -function ShowTimer(timer) end - --------------------------------------------------------------- --- Shows the specified localized text in a selection popup. Used in spa2c_c for choosing control layout making but not for PC?! --- --- @param #string text Path to localized text to show (example: `"level.spa2.objectives.popup.selectConfig"`) -function ShowSelectionTextPopup(text) end - --------------------------------------------------------------- --- Plays the specified sound stream for all players, or optionally only for players on the specified team. --- --- @param #string streamID ID of sound stream properties to play --- @param #int teamIndex Optional argument. If set, plays the sound stream properties only for players on this team -function BroadcastVoiceOver(streamID, teamIndex) end - --------------------------------------------------------------- --- Kills the player of the specified HUD viewport. --- --- @param viewport Viewport of the player to kill -function ScriptCB_PlayerSuicide(viewport) end - --- Markers - --------------------------------------------------------------- --- Attaches a map marker to the specified region class. --- --- @param #string region ID of region class to attach marker to --- @param #string markerClass Name of marker icon texture to use (the only value that seems to work is `"hud_objective_icon_circle"`) --- @param #float size Icon size multiplier --- @param #int teamIndex Index of team that should be able to see the marker --- @param #string color Icon color. Possible values: --- `RED` --- `GREEN` --- `BLUE` --- `CYAN` --- `MAGENTA` --- `YELLOW` --- `ORANGE` --- `WHITE` --- `BLACK` --- @param #bool showOnHUD Optional argument. Set to true to also show the marker on the player's HUD, or false to only show it on the map. NOTE: Doesn't seem to --- work with this particular marker function (default = true) --- @param #bool pulseOpacity Optional argument. Set to true to linearly interpolate marker opacity from `(alpha*1.0)` to `(alpha*0.0)` --- once per second, or false to keep opacity static (default = true) --- @param #bool pulseSize Optional argument. Set to true to linearly interpolate marker size from `(size*0.5)` to `(size*1.5)` once --- per second, or false to keep size static (default = true) -function MapAddRegionMarker(region, markerClass, size, teamIndex, color, showOnHUD, pulseOpacity, pulseSize) end - --------------------------------------------------------------- --- Removes any map markers attached to the specified region class. --- --- @param #string region ID of region class to remove markers from -function MapRemoveRegionMarker(region) end - --------------------------------------------------------------- --- Attaches a map marker to the specified entity. --- --- @param #string entity ID of entity to attach marker to --- @param #string markerClass Name of marker icon texture to use (the only value that seems to work is `"hud_objective_icon_circle"`) --- @param #float size Icon size multiplier --- @param #int teamIndex Index of team that should be able to see the marker --- @param #string color Icon color. Possible values: --- `RED` --- `GREEN` --- `BLUE` --- `CYAN` --- `MAGENTA` --- `YELLOW` --- `ORANGE` --- `WHITE` --- `BLACK` --- @param #bool showOnHUD Optional argument. Set to true to also show the marker on the player's HUD, or false to only show it on the map (default = true) --- @param #bool pulseOpacity Optional argument. Set to true to linearly interpolate marker opacity from `(alpha*1.0)` to `(alpha*0.0)` --- once per second, or false to keep opacity static (default = true) --- @param #bool pulseSize Optional argument. Set to true to linearly interpolate marker size from `(size*0.5)` to `(size*1.5)` once --- per second, or false to keep size static (default = true) -function MapAddEntityMarker(entity, markerClass, size, teamIndex, color, showOnHUD, pulseOpacity, pulseSize) end - --------------------------------------------------------------- --- Removes any map markers attached to the specified entity. --- --- @param #string entity ID of entity to remove markers from -function MapRemoveEntityMarker(entity) end - --------------------------------------------------------------- --- Attaches a map marker to all instances of the specified entity class. --- --- @param #string class Name of entity class to attach markers to (example: `"imp_inf_trooper"`) --- @param #string markerClass Name of marker icon texture to use (the only value that seems to work is `"hud_objective_icon"`) --- @param #float size Icon size multiplier --- @param #int teamIndex Index of team that should be able to see the marker --- @param #string color Icon color. Possible values: --- `RED` --- `GREEN` --- `BLUE` --- `CYAN` --- `MAGENTA` --- `YELLOW` --- `ORANGE` --- `WHITE` --- `BLACK` --- @param #bool showOnHUD Optional argument. Set to true to also show the marker on the player's HUD, or false to only show it on the map (default = true) --- @param #bool pulseOpacity Optional argument. Set to true to linearly interpolate marker opacity from `(alpha*1.0)` to `(alpha*0.0)` --- once per second, or false to keep opacity static (default = true) --- @param #bool pulseSize Optional argument. Set to true to linearly interpolate marker size from `(size*0.5)` to `(size*1.5)` once --- per second, or false to keep size static (default = true) -function MapAddClassMarker(class, markerClass, size, teamIndex, color, showOnHUD, pulseOpacity, pulseSize) end - --------------------------------------------------------------- --- Removes any map markers attached to the specified entity class. --- --- @param #string class Name of entity class to remove markers from -function MapRemoveClassMarker(class) end - --------------------------------------------------------------- --- Hides all command post markers from the minimap and radar. -function MapHideCommandPosts() end - --------------------------------------------------------------- --- Sets whether or not the specified object can be locked onto by weapons. --- --- @param #string objectName ID of object --- @param #int enabled Set to 1 to enable locking on, or 0 to disable -function EnableBuildingLockOn(objectName, enabled) end - --- Timer - --------------------------------------------------------------- --- Checks whether or not a timer exists. --- --- @param #string timer ID (or handler returned from `CreateTimer`) of the timer to find -function FindTimer(timer) end - --------------------------------------------------------------- --- Creates a new Timer with the specified name and returns it. --- --- @param #string name Name to give the Timer --- @return Timer's handler -function CreateTimer(name) end - --------------------------------------------------------------- --- Deletes the specified Timer. Do not use the timer after destroying it! --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer -function DestroyTimer(timer) end - --------------------------------------------------------------- --- Activates the specified Timer. --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer -function StartTimer(timer) end - --------------------------------------------------------------- --- Deactivates the specified Timer. --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer -function StopTimer(timer) end - --------------------------------------------------------------- --- Sets the value of the specified Timer. --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer --- @param #float value Timer's duration in seconds -function SetTimerValue(timer, value) end - --------------------------------------------------------------- --- Returns the value of the specified Timer. --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer --- @return #float The Timer's value -function GetTimerValue(timer) end - --------------------------------------------------------------- --- Sets the rate of the specified Timer. --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer --- @param #float rate Multiplier for Timer's elapse speed (default = 1.0) -function SetTimerRate(timer, rate) end - --------------------------------------------------------------- --- Returns the rate of the specified Timer. --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer --- @return #float The Timer's rate -function GetTimerRate(timer) end - --------------------------------------------------------------- --- Shows or hides the timer. --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer -function GetTimerName(timer) end - --------------------------------------------------------------- --- Tell the C++ code about the defeat timer (which will display it on the HUD). --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer to pair with the defeat timer --- @param #int teamIndex Index of team to associate with the defeat timer -function SetDefeatTimer(timer, teamIndex) end - --------------------------------------------------------------- --- Tell the C++ code about the victory timer (which will display it on the HUD). --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer to pair with the victory timer. Set to nil (or leave blank) to hide it --- @param #int teamIndex Index of team to associate with the victory timer -function SetVictoryTimer(timer, team) end - --------------------------------------------------------------- --- UNUSED. Tell the C++ code about the mission timer (which will display it on the HUD). --- --- @param #string timer ID (or handler returned from CreateTimer) of the Timer to pair with the mission timer. Set to nil (or leave blank) to hide it -function SetMissionTimer(timer) end - --- Object - --------------------------------------------------------------- --- Returns the object pointer of the specified object --- --- @param #string objectName ID of object to get pointer of --- @return The object's pointer -function GetObjectPtr(objectName) end - --------------------------------------------------------------- --- Activates the specified object. --- --- @param #string objectName ID of object to activate -function ActivateObject(objectName) end - --------------------------------------------------------------- --- Deactivates the specified object. --- --- @param #string objectName ID of object to deactivate -function DeactivateObject(objectName) end - --------------------------------------------------------------- --- --- @param #string objectName ID of object to set the team of --- @param #int teamIndex Index of the team to assign to the object -function SetObjectTeam(objectName, teamIndex) end - --------------------------------------------------------------- --- Returns the team index of the specified object. --- --- @param #string objectName ID of object to destroy --- @return #int Index of the team the object belongs to -function GetObjectTeam(objectName) end - --------------------------------------------------------------- --- Returns whether or not the specified object is alive. --- --- @param #string objectName ID of object to get the name of --- @return #int 1 if object is alive, 0 if object is not alive -function IsObjectAlive(objectName) end - --------------------------------------------------------------- --- Returns the current health value of the specified object. --- --- @param #string objectName ID of object to get the current health value of --- @return #float Object's CurHealth value --- @return #float Object's MaxHealth value --- @return #float Object's AddHealth value -function GetObjectHealth(objectName) end - --------------------------------------------------------------- --- Returns the current shield value of the specified object. --- --- @param #string objectName ID of object to get the current shield value of --- @return #float Object's CurShield value --- @return #float Object's MaxShield value --- @return #float Object's AddShield value -function GetObjectShield(objectName) end - --------------------------------------------------------------- --- Returns the name of the most recent weapon that the specified object was hit by. --- --- @param #string objectName ID of object to check --- @return #string Weapon class name -function GetObjectLastHitWeaponClass(objectName) end - --------------------------------------------------------------- --- Kills the specified object. --- --- @param #string objectName ID of object to destroy -function KillObject(objectName) end - --------------------------------------------------------------- --- Respawns the specified object. --- --- @param #string objectName ID of object to respawn -function RespawnObject(objectName) end - --- Entity - --------------------------------------------------------------- --- Returns the entity pointer of the specified object or character unit index. --- --- @param object ID of object or character unit index --- @return Entity pointer of object or character -function GetEntityPtr(object) end - --------------------------------------------------------------- --- Returns the name of the specified entity. --- --- @param entity ID of entity --- @return #string Entity name -function GetEntityName(entity) end - --------------------------------------------------------------- --- Returns the class of the specified entity. Can be used with FindEntityClass to check whether or not an entity is a certain class. --- --- @param entity ID of entity --- @return Entity class -function GetEntityClass(entity) end - --------------------------------------------------------------- --- Returns the class name of the specified entity. --- --- @param entity ID of entity --- @return #string Entity class name -function GetEntityClassName(entity) end - --------------------------------------------------------------- --- Sets the matrix of the specified entity. --- --- @param entity ID of entity --- @param matrix Entity matrix to apply to entity -function SetEntityMatrix(entity, matrix) end - --------------------------------------------------------------- --- Returns the matrix of the specified entity. --- --- @param entity ID of entity --- @return Entity matrix -function GetEntityMatrix(entity) end - --------------------------------------------------------------- --- Sets the value of a property for the specified object. --- --- @param objectName ID of object or character unit index --- @param #string property ID of the property to set --- @param value Value to set the property to -function SetProperty(objectName, property, value) end - --------------------------------------------------------------- --- Creates a new instance of the specified entity and returns it. --- --- @param #string class Name of the entity class to instantiate --- @param node Path point to create the entity at --- @param #string name Name to assign to the entity --- @return Entity instance -function CreateEntity(class, node, name) end - --------------------------------------------------------------- --- Deletes the specified entity. --- --- @param entity ID of entity -function DeleteEntity(entity) end - --------------------------------------------------------------- --- Returns the entity class pointer of the specified entity. --- --- @param entity ID of entity --- @return Entity class pointer -function GetEntityClassPtr(entity) end - --------------------------------------------------------------- --- Sets the value of a property for the specified object class. --- --- @param objectClass ID of object class --- @param #string property ID of the property to set --- @param value Property's value to set -function SetClassProperty(objectClass, property, value) end - --------------------------------------------------------------- --- Forces the specified flyer to perform a take-off. --- --- @param #string flyer ID of flyer object or flyer vehicle spawn object -function EntityFlyerTakeOff(flyer) end - --------------------------------------------------------------- --- Forces the specified flyer to perform a landing. --- --- @param #string flyer ID of flyer object or flyer vehicle spawn object -function EntityFlyerLand(flyer) end - --------------------------------------------------------------- --- Initializes the specified flyer as flying. --- --- @param #string flyer ID of flyer object or flyer vehicle spawn object -function EntityFlyerInitAsFlying(flyer) end - --------------------------------------------------------------- --- Initializes the specified flyer as landed. --- --- @param #string flyer ID of flyer object or flyer vehicle spawn object -function EntityFlyerInitAsLanded(flyer) end - --------------------------------------------------------------- --- Forces the specified entity into the specified vehicle. --- --- @param entity Entity or character unit index to force into vehicle --- @param #string vehicle ID of the vehicle class -function EnterVehicle(entity, vehicle) end - --------------------------------------------------------------- --- Forces the specified entity out of whatever vehicle it's currently in. --- --- @param entity Entity or character unit index to force out of vehicle -function ExitVehicle(entity) end - --------------------------------------------------------------- --- Enables or disables the specified flyer path. --- --- @param #int pathID ID of flyer spline path to enable --- @param #int enable Set to 1 to enable the path, or set to 0 to disable the path -function EnableFlyerPath(pathID, enable) end - --------------------------------------------------------------- --- Returns the path point based on the specified path node. --- --- @param #string pathName ID of path --- @param #int nodeIdx Numeric ID of path node --- @return Path point -function GetPathPoint(pathName, nodeIdx) end - --------------------------------------------------------------- --- Returns the number of units that are currently alive in the specified team. --- --- @param #int teamIndex Index of team --- @return #int Number of units currently alive in team -function GetNumTeamMembersAlive(teamIndex) end - --------------------------------------------------------------- --- Creates a new matrix based on an existing one. --- --- @param #float rad Rotation angle in radians around chosen axes or X axis if none chosen --- @param #float rotX Rotation around x axis if rotX ~= 0 --- @param #float rotY Rotation around y axis if rotY ~= 0 --- @param #float rotZ Rotation around z axis if rotZ ~= 0 --- @param #float posX Translates unit on X axis --- @param #float posY Translates unit on Y axis --- @param #float posZ Translates unit on Z axis --- @param matrix Starting point for matrix changes --- @return Newly created matrix -function CreateMatrix(rad, rotX, rotY, rotZ, posX, posY, posZ, matrix) end - --------------------------------------------------------------- --- Returns the current screen position relative to what seems to be the entity camera or --- entity origin point (otherwise known as pivot point or center of geometry (COG)). --- --- @param entity Entity, or integer character index (returned by GetCharacterUnit) to check --- @return #float X position --- @return #float Y position --- @return #float Z position (so it seems, anyway) -function GetScreenPosition(entity) end - --- procedural animation callbacks - --------------------------------------------------------------- --- Resumes playing of animation group from whichever time it was at last. --- --- @param #string animationGroupName ID of animation group to resume -function PlayAnimation(animationGroupName) end - --------------------------------------------------------------- --- Pauses animation group's playback – objects remain where they are currently. --- --- @param #string animationGroupName ID of animation group to pause -function PauseAnimation(animationGroupName) end - --------------------------------------------------------------- --- Instanly rewinds the animation group to the beginning. Can be called while the group is playing. --- If called while the group is stopped, play will resume from the beginning when Play is called. --- --- @param #string animationGroupName ID of animation group to rewind -function RewindAnimation(animationGroupName) end - --------------------------------------------------------------- --- Takes the current positions of the objects referenced by the group, and uses those positions --- as the new start point for when that object is next animated. --- --- @param #string animationGroupName ID of animation group to affect -function SetAnimationStartPoint(animationGroupName) end - --------------------------------------------------------------- --- Plays the indicated animation group from beginTime to endTime. So for a 10-second animation, --- playing from 0 to 5 plays the first half, and playing from 5 to 10 plays the second half. --- --- @param #string animationGroupName ID of animation group to play --- @param #float beginTime Start point of animation in seconds --- @param #float endTime End point of animation in seconds -function PlayAnimationFromTo(animationGroupName, beginTime, endTime) end - --- Character - --------------------------------------------------------------- --- Returns the total number of units (living or dead) on the specified team. --- --- @param #int teamIndex Index of team to get size of --- @return #int Size of team -function GetTeamSize(teamIndex) end - --------------------------------------------------------------- --- Returns the integer character index of the specified unit index from the specified team. --- --- @param #int teamIndex Index of team --- @param #int unitIndex Index of unit to get integer character index of --- @return #int Integer character index -function GetTeamMember(teamIndex, unitIndex) end - --------------------------------------------------------------- --- --- @param #int characterIndex Index of character to get team of --- @return #int Index of team the character belongs to -function GetCharacterTeam(characterIndex) end - --------------------------------------------------------------- --- Selects the specified team for the specified character (as if you were doing so manually via the spawn screen). --- --- @param #int character Character unit --- @param #int teamIndex Index of team to select -function SelectCharacterTeam(character, teamIndex) end - --------------------------------------------------------------- --- Returns whether the specified character is a human player or an AI. --- --- @param #int characterIndex Index of character to check "humanity" of --- @return #int 1 if character is human, 0 if character is not human -function IsCharacterHuman(characterIndex) end - --------------------------------------------------------------- --- Selects the specified team for the specified character (as if you were doing so manually via the spawn screen). --- --- @param #int character Character unit --- @param #int class Name of class to select -function SelectCharacterClass(character, class) end - --------------------------------------------------------------- --- Returns the numeric index of the specified character's class (starting at 0). If you think of a team's list of --- classes as a table (with the hero being the last class in the list), the first class's index would be 0, the --- second class's index would be 1, etc. --- --- @param #int integerChrIdx Integer character index returned by GetCharacterUnit --- @return #int Numeric index of character's class -function GetCharacterClass(integerChrIdx) end - --------------------------------------------------------------- --- Moves specified number of units from the source team to the destination team. No, you can't specify which units --- are moved. All this function does is iterate through the list of units on the source team and move each unit to --- the source team until the iterator max limit, `numUnits`, has been reached. Think of it as a for loop where --- the `min` is `1` and the `max` is `numUnits`, and inside the loop is a function that moves the unit index (shifted --- up by 1, so the player's index is going to be 1) matching the loop's `cur` value to the destination team. --- --- Also worth noting is when an alive unit is moved with this function, the function will not automatically kill the --- unit, so you must kill the unit through some other means if you don't want the unit to remain spawned their current --- class. One way you might do this (and this is untested) is by looping through `destTeam`'s units and killing them --- (and only loop through as many as you plan on moving to the other team), and then call `BatchChangeTeams` immediately --- after the loop has finished. Here's what this might look like: --- --- `unitsToMove = 5` --- --- `for unit=0,unitsToMove-1 do` --- ` KillObject(GetCharacterUnit(GetTeamMember(ATT, unit)))` --- `end` --- --- `BatchChangeTeams(ATT, DEF, unitsToMove)` --- --- @param #int sourceTeam Index of source team, where units are moved from --- @param #int destTeam Index of destination team, where units are moved to --- @param #int numUnits Number of units to move -function BatchChangeTeams(sourceTeam, destTeam, numUnits) end - --------------------------------------------------------------- --- Prevents or allows spawning of AI units from the specified team. --- --- @param #int teamIndex Index of team to affect --- @param #int canSpawn Set to 1 to allow AI units on this team to spawn, or 0 to prevent them from spawning -function AllowAISpawn(teamIndex, canSpawn) end - --------------------------------------------------------------- --- Spawns the specified character unit index at the specified path point. --- --- @param #int integerChrIdx Unit returned from GetCharacterUnit --- @param pathPoint Path point returned from GetPathPoint -function SpawnCharacter(integerChrIdx, pathPoint) end - --------------------------------------------------------------- --- Returns the integer character index from the specified entity or team member index. --- --- @param entity Character entity, or character index returned from GetTeamMember --- @return #int Character unit index -function GetCharacterUnit(entity) end - --------------------------------------------------------------- --- Returns the integer vehicle index from the specified vehicle entity. --- --- @param entity Vehicle entity --- @return #int Vehicle index -function GetCharacterVehicle(entity) end - --------------------------------------------------------------- --- Returns the integer index from the specified RemoteTerminal entity. See BF2EntityRemoteTerminalClassReference for more information. --- http://www.secretsociety.com/forum/downloads/BF2Docs/ClassReference/BF2EntityRemoteTerminalClassReference.jpg --- --- @param entity RemoteTerminal entity --- @return #int RemoteTerminal entity index -function GetCharacterRemote(entity) end - --------------------------------------------------------------- --- Returns the integer vehicle index from the specified Controllable entity. See BF2ControllableClassReference for more information. --- http://www.secretsociety.com/forum/downloads/BF2Docs/ClassReference/BF2ControllableClassReference.jpg --- --- @param entity Vehicle entity --- @return #int Controllable entity index -function GetCharacterControllable(entity) end - --------------------------------------------------------------- --- Returns a command post's capture region. --- --- @param #string postID ID of command post --- @return #string ID of command post's capture region -function GetCommandPostCaptureRegion(postID) end - --------------------------------------------------------------- --- Returns a command post's bleed value. --- --- @param #string postID ID of command post --- @return #int Command post's bleed value -function GetCommandPostBleedValue(postID) end - --------------------------------------------------------------- --- Returns a command post's owning team. --- --- @param #string postID ID of command post --- @return #int Index of owning team -function GetCommandPostTeam(postID) end - --------------------------------------------------------------- --- Initiates a victory for the specified team. --- --- @param #int teamIndex Index of team to declare victory for -function MissionVictory(teamIndex) end - --------------------------------------------------------------- --- Initiates a defeat for the specified team. --- --- @param #int teamIndex Index of team to declare defeat for -function MissionDefeat(teamIndex) end - --------------------------------------------------------------- --- Sets the movie to play once the mission has ended. --- --- @param #string sourceFilename File containing the movie --- @param #string movieID ID of the movie properties to play -function SetMissionEndMovie(sourceFilename, movieID) end - --- AI Goal management functions - --------------------------------------------------------------- --- Removes all previous AI goals for this team. You should call this before you set the --- first goals for a team, since teams 1, 2, and 3 start out with a default Conquest goal. --- --- @param #int teamIndex Index of team to clear goals of -function ClearAIGoals(teamIndex) end - --------------------------------------------------------------- --- Removes the specified goal. --- --- @param goalHandle Handle returned by AddAIGoal -function DeleteAIGoal(goalHandle) end - --------------------------------------------------------------- --- Adds an AI goal for this team. --- --- @param #int teamIndex Index of team to add goal to --- @param #string goalType Goal's type. Can be one of the following... --- `Conquest` - capture enemy team's CPs while preventing own from being captured. --- `Deathmatch` - just kill everyone. --- `Destroy` - destroy the target (a gameobject pointer, or a character index) (set in target1). --- `Defend` - defend the target (a gameobject pointer, or a character index) (set in target1). --- `CTFOffense` - try to get the specified flag (set in `target2`) and bring it back to the specified region (set in target1). --- `CTFDefense` - protect the specified flag (set in `target1`), and hunt down and return it when its stolen. --- `Follow` - follow around the target (like defend, but uses a tight follow) (set in `target1`). --- @param #int weight Weight is a relative weight for this goal. Since you can specify more than one goal for a --- team at a time, this specifies how the guys are divided. A goal with weight 2 will get --- twice as many guys as the goal with weight 1. The size of the numbers doesn't matter and --- they don't have to add up to 100 or anything. --- @param target1 If `goalType` is: --- `Destroy` - this is a gameobject pointer or a character index. --- `Defend` - this is a gameobject pointer or a character index. --- `CTFOffense` - this is a region name. --- `CTFDefense` - this is a flag pointer. --- `Follow` - this is a gameobject pointer. --- @param target2 If `goalType` is: --- `CTFOffense` - this is a flag pointer. --- @return Goal's handle. -function AddAIGoal(teamIndex, goalType, weight, target1, target2) end - --- dynamic congraph functions - --------------------------------------------------------------- --- Blocks the given dynamic connection/group if it is currently unblocked, or unblocks it if it is currently blocked. --- --- @param #int connection ID of dynamic connection or planning group to toggle -function TogglePlanningGraphArcs(connection) end - --------------------------------------------------------------- --- Blocks the given dynamic connection/group. --- --- @param #int connection ID of dynamic connection or planning group to block -function BlockPlanningGraphArcs(connection) end - --------------------------------------------------------------- --- Unblocks the given dynamic connection/group. --- --- @param #int connection ID of dynamic connection or planning group to unblock -function UnblockPlanningGraphArcs(connection) end - --- dynamic barrier functions - --------------------------------------------------------------- --- Disables the given barrier if it is currently enabled, or enables it if it is currently disabled. --- --- @param #int connection ID of barrier to toggle -function ToggleBarriers(barrierID) end - --------------------------------------------------------------- --- Enables the given barrier. --- --- @param #int connection ID of barrier to enable -function EnableBarriers(barrierID) end - --------------------------------------------------------------- --- Disables the given barrier. --- --- @param #int connection ID of barrier to disable -function DisableBarriers(barrierID) end - --------------------------------------------------------------- --- Prevents all AI or AI on a specified team from using any vehicle. When this --- is called, AI currently in a vehicle will be forced out of it. --- --- @param #int teamIndex Index of team to force out of vehicles --- @param #bool enabled True to prevent AI from entering vehicles, false to allow them to do so -function ForceAIOutOfVehicles(teamIndex, enabled) end - --------------------------------------------------------------- --- Disables the given barrier. --- --- @param #string postID ID of command post --- @param #int teamIndex Index of team whose AI to affect --- @param #int canCapture Set to 1 to allow AI from teamIndex to capture postID, set to 0 to prevent them from capturing it -function AICanCaptureCP(postID, teamIndex, canCapture) end - --------------------------------------------------------------- --- Sets the threshold at which AI units can no longer damage the specified --- object or entity. For example, if threshold is 0.5, AI will not be able --- to damage the object or entity if its health percentage is <= 50%. --- --- @param object Object or entity to affect --- @param #float threshold Lowest health percentage that object can be brought to by AI -function SetAIDamageThreshold(object, threshold) end - --------------------------------------------------------------- --- Translates AI command IDs to strings. --- --- @param command_id command_id returned by CharacterIssueAICommand event --- @return #string Depending on command_id, will be one of the following: "getintovehicle", --- "getoutofvehicle", "waitforpickup", "followchr", or "stopfollowchr" -function TranslateAICommand(command_id) end - --------------------------------------------------------------- --- Adds the specified amount to the specified entity's MaxShields. NOTE: This does not affect the entity's CurShields value. --- --- @param entity Entity, or integer index returned by GetCharacterUnit, GetCharacterVehicle, etc. --- @param #int shields Amount of shields to add -function AddShieldStrength(entity, shields) end - --------------------------------------------------------------- --- Sets the north angle on the minimap. --- --- @param #int angle New minimap rotation angle in degrees (clockwise) --- @param #int number Unknown, seemingly optional, doesn't appear to do anything. Some stock mission scripts have this set to 1, some don't include it at all -function SetMapNorthAngle(angle, number) end - --------------------------------------------------------------- --- Forces all non-AI players to join team 1. -function ForceHumansOntoTeam1() end - --------------------------------------------------------------- --- Returns whether or not the specified character can interact with flags. --- --- @param #int integerChrIdx Character unit index to check for flag interactibility (yeah I made up that word, so what, big whoop, wanna fight about it?) --- @return #int 1 if character can interact with flag, 0 if not -function CanCharacterInteractWithFlag(integerChrIdx) end - --------------------------------------------------------------- --- Returns the character unit carrying the specified flag. --- --- @param #string flag Name of the flag in the level --- @return #int Character unit index of flag carrier -function GetFlagCarrier(flag) end - --------------------------------------------------------------- --- Sets the map overall range (whatever that means). My guess is it's related to unit scan/transmit --- radar reporting. Either way, it doesn't appear to actually do anything. --- --- @param #int range Range in meters? (or maybe units in relation to minimap size) -function SetMapRangeOverall(range) end - --------------------------------------------------------------- --- Sets the map shooting range (whatever that means). My guess is it's related to unit scan/transmit --- radar reporting. Either way, it doesn't appear to actually do anything. --- --- @param #int range Range in meters? (or maybe units in relation to minimap size) -function SetMapRangeShooting(range) end - --------------------------------------------------------------- --- Sets the map range view cone (whatever that means). My guess is it's related to unit scan/transmit --- radar reporting. Either way, it doesn't appear to actually do anything. --- --- @param #int range Cone range in meters? (or maybe units in relation to minimap size) -function SetMapRangeViewCone(range) end - --------------------------------------------------------------- --- Sets the map view cone angle (whatever that means). My guess is it's related to unit scan/transmit --- radar reporting. Either way, it doesn't appear to actually do anything. --- --- @param #int angle Cone angle in degrees? -function SetMapViewConeAngle(angle) end - --------------------------------------------------------------- --- Removes the small minimap from the HUD. -function DisableSmallMapMiniMap() end - --- effects - --------------------------------------------------------------- --- Spawns a new instance of the specified particle effect and returns it. --- --- @param effectFilename Name of particle effect to instantiate --- @return Particle effect instance -function CreateEffect(effectFilename) end - --------------------------------------------------------------- --- Deletes the specified particle effect instance. --- --- @param effect Particle effect instance returned by CreateEffect -function RemoveEffect(effect) end - --------------------------------------------------------------- --- Attaches the specified particle effect instance to the specified object. --- --- @param effect Particle effect instance returned by CreateEffect --- @param #string object ID of object to attach effect to -function AttachEffectToObject(effect, object) end - --------------------------------------------------------------- --- Attaches the specified particle effect instance to the specified matrix. --- --- @param effect Particle effect instance returned by CreateEffect --- @param matrix Matrix to attach effect to -function AttachEffectToMatrix(effect, matrix) end - --------------------------------------------------------------- --- Returns the matrix of the specified particle effect instance. --- --- @param effect Particle effect instance returned by CreateEffect --- @return Effect matrix -function GetEffectMatrix(effect) end - --------------------------------------------------------------- --- Sets the matrix of the specified particle effect instance. --- --- @param effect Particle effect instance returned by CreateEffect -function SetEffectMatrix(effect, matrix) end - --------------------------------------------------------------- --- Returns whether or not the specified particle effect is active. --- --- @param effect Particle effect instance returned by CreateEffect --- @return #int 1 if effect is active, 0 if effect is inactive -function IsEffectActive(effect) end - --------------------------------------------------------------- --- Sets the state of the specified particle effect. --- --- @param effect Particle effect instance returned by CreateEffect --- @param #int active Set to 1 to activate effect, set to 0 to deactivate effect -function SetEffectActive(effect, active) end - - - diff --git a/Other/000_Notes/Cade_Allos' Guide to Hex Editing/CadeAllosguidetohexediting.txt b/Other/000_Notes/Cade_Allos' Guide to Hex Editing/CadeAllosguidetohexediting.txt deleted file mode 100644 index b420047..0000000 --- a/Other/000_Notes/Cade_Allos' Guide to Hex Editing/CadeAllosguidetohexediting.txt +++ /dev/null @@ -1,277 +0,0 @@ -Cade_Allos' Guide to HEX-Editing, for beginners. - -This is my first guide, so it may not be good for some, but I hope it helps. - -Requirements: -Hex Editor. Pspad recommended, I use it and find it very good. -Star Wars Battlefront II, already installed -Patience - -Recommended: -Mouse with scoll wheel, to move up and down easily, although not essential, it works best. - - -Use this tree for easy reference. Just type in the code in the find cosole and it should take you there. -1.0 Introduction - 1.1 How I will be explaining this guide - 1.2 What files to mod and where to find them - 1.3 Rules - -2.0 Changing Heroes - 2.1 Changing Infantry - 2.2 Changing On-ground vehicles - 2.3 Swapping Space Vehicles and Sides with another Side - -3.0 Miscellaneous Stuff - 3.1 Factions and their code formats - 3.2 Vehicle and Infantry code guide - 3.3 Give your Ewok firepower!!! - 3.4 Just as real - 3.5 Credits - -1.0 Introduction - -This is a more advanced version of a hex editing guide. Here I will explain the very basics of hex editing, as -well as some more advanced techniques. WARNING: THIS GUIDE IS FOR BEGINNER MODDERS ONLY, AND IS SUITABLE FOR -THOSE WITH LOW INTERNET SPEEDS SUCH AS MYSELF. IF YOU HAVE BROADBAND OR A HIGH INTERNET SPEED, JUST DOWNLOAD THE -MOD TOOLS FROM: starwarsbattlefront.filefront.com/file/Star_Wars_Battlefront_Modding_Tools;34987. - -1.1 How I will be explaining the guide: - * Ok, I will be addressing the character and vehicle lines as "codes". An example of a "code" would be: rep_hero_anakin. - - * You MUST abide the rules at all times, to save yourself from trouble - - * I will only be explaining modding in Instant Action, Conquest mode. I will not do anything else, like CTF. - - * Sides are the armies such as Republic or Empire - - * Important notes will be displayed something like ***NOTE*** - - * In a HEX editor there are two sides, left and right. The left is numbers the right is letters. I will name the left - as the 123 side and the right as the ABC side. - - * The Heros and Villains will be referred to as 'Infantry' as putting them in is the same as putting ordinary infantry in - - * You must save after each change you finish - - * Although long and tiring, I suggest you check your mods in the game if they're working correcly, before you mod anything - else, as if you make a mistake, it will be difficult to find the problem - - * A good way to evade that last rule, is to make backups of your mods. So if you finished a mod, save it and store it - in a folder AWAY from the original mission.lvl. Be sure to create subfolders e.g: Original mission.lvl backup and - Republic vs. Empire mission.lvl backup. - -1.2 What files to mod and where to find them: -Ok, the main files to mod are found in: C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc -Just copy that link and paste it into your file browser. The main file that most or maybe all of your mods will be -the mission.lvl file. Make sure you have at least 2-3 backup copies. More files will be used to mod things such -as switching vehicles, but that will be covered later on in the guide. - - - -1.3 Rules - - * Before you do a single mod, you MUST backup all files. Just copy the LucasArts folder and paste it in a handy folder. - I have a folder named: "Star Wars Battlefront II mod files". I'd advise you to make a folder like that for mod files and - backups if you don't want your files scattered all over the desktop. - - * I hope this doesn't put you down, but you must only edit an infantry or vehicle code that has more chatacters than the - infantry or vehicle you are trying to add. - - * I am not yet a master of HEX editing, but there are some things you can't change. Sometimes when you change things - it will either not appear or worse, crash to the desktop. - - * You can only REPLACE ingame infantry or vehicles. There is no way you can ADD, otherwise that will change the size of the - folder and the game won't read your file properly. - - * Choose a good editor that highlights your changes. I use Pspad because it highlights my changes in yellow. - -2.0 Step 1: Changing heros - -I've started with changing heros first, because it is more basic and will start you off with the needed knowledge for other -steps. Now you maybe wondering, what on earth is Obi-Wan Kenobi doing on the death star? Or perhaps you have grown tired -of Ki-Adi-Mundi because you hate how long his lead is? Well read on. - -First off, you will need to select your world with the hero you want to change. In this example, we will be going to replace -Mace Windu, on Coruscant. Open up your mission.lvl file with your Hex Editor. Now if you're a first timer to Hex -editors, then you might be freaked out at the amount of random characters. Don't change ANY character. Only change -the correct characters to mod. If you change a character thats not supposed to be changed, then your mission.lvl won't -work with the game properly. You will be using the right side for editiing. Ok, now to work. Tap Ctrl+F to bring up the -'find' console. Type in: cor1_conquest. Scroll up until you see rep.lvl. This is the Republic Side. Don't drag the box on -the side or it will take you too far up or down. Now scan the lines until you see the codeline rep_hero_macewindu. This -line is Mace Windu's SWBFII game code. Now this is were it gets tough. Click on the 'r' of rep_hero_macewindu, basically -the beggining character of the code. Now type over the code with: rep_hero_anakin. - -***IF YOU MAKE A MISTAKE, DON'T HIT DELETE OR BACKSPACE. JUST CLICK ON THE LETTER AND WRITE OVER IT. You musn't delete -any character otherwise it will change the file size of the mission.lvl folder, and if it changes, you won't be able to -play the game. If you do make a mistake and save the file accidently, simple copy and replace the mission.lvl file in -C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data\_lvl_pc with your backup.*** - -Now you should be left with rep_hero_anakinndu. Now click on the second "n". Now look on the 123 side of the hex pad. -You should see the character "6E" highlighted. Click on it. You should see the characters 64 75 after 6E [6E64 75]. -Now those are the extra "ndu" characters on the ABC side. Now you need to remove these. To do this, you have to write -0000 00 over 6E64 75. The '00's show that you are saying 'nothing'. When done, you should see the 'ndu' replaced with -3 dots (on some editors, it may show rectangular squares). These dots mean nothing, while the dots (formerly full-stops) -on your keyboard is not the same. Don't use the full stop on you keyboard. Every two '0's (00) represent one dot. -You have now replaced Mace Windu of Coruscant -with Anakin Skywalker. - -***On some maps it's different. There will not always be something like hot1_conquest, you'll have to find it yourself. -If you're modding other maps, and you're not sure if its the conquest side you are modding, there is a neat trick -to find out how. When you select your world, you may want to keep scrolling down until you find something that says -'conquest' or 'con2' for example. If you find it, you're on the right track. Now just scroll down a bit more until you -find the codelines of the map you want to mod. Thats the conquest side.*** - -2.1 Step 2: Changing Infantry: - -Infantry. Soldiers. Quite. Well now you have the basics of replacing. Now a harder step. You may sometimes want a -CIS vs. Rebels war or a Empire vs. Republic war, or even a Rebels vs. Rebels war (i've already made and tried that, -real confusing unless you use lock on lol.) So first off, we will be changing the Coruscant Clones into Rebels. - -Now do the same as in Step 1 to get to the rep.lvl side. Now this time you don't need to look for anything else once you -find rep.lvl, because that's the first thing you're going to change. Now this will be the first thing you will need to -change if you are putting in a new army for any map. So for example, we will be using the Rebels right? So then we will have -to replace rep.lvl with all.lvl. That means you are changing the Republic to the Rebel Alliance. Well you've got your army, -but who's in it? Now scroll down a bit until you see some codes like rep_inf_ep3_rifleman. That code there is the -Clone trooper. You're gonna wanna change it to a Rebel Soldier. If the Clone trooper is there under the all.lvl side, -then he won't appear at all as he doesn't correspond with that particular army. So replace him with the Rebel Soldier' -code: all_inf_rifleman. You'll notice you're left with all_inf_ep3_riflemaneman. Just fix that with "00"s on the 123 -side. Well now you've replaced the Clone trooper with the Rebel Soldier. I will list what to replace next to make it -easier. Along the way you will come across rep_fly_assailt_DOME and rep_fly_gunship_DOME. Don't touch those. - -REPLACE: WITH: -rep_inf_ep3_rifleman all_inf_rifleman -rep_inf_ep3_rocketeer all_inf_rocketeer -rep_inf_ep3_engineer all_inf_engineer -rep_inf_ep3_sniper all_inf_sniper -rep_inf_ep3_officer all_inf_officer -rep_inf_ep3_jettrooper all_inf_wookie - -And the Hero: - -rep_hero_macewindu all_hero_chewbecca - -Both heroes are exacltly 18 characters each. No need to replace anything. You can replace Chewie if you want ;) - -2.2 Step 3: Changing On-ground Vehicles - -***Make a backup of EVERY folder you mod.*** - -Vehicles. Tanks. Starfighters. Hell. This is far more complicated than replacing infantry, because now you need to start -modifying another folder. The other folder you will be modifying along with mission.lvl is the maps game file. Now some -may be asking what is it. For those that don't know, it can be found in C:\Program Files\LucasArts\Star Wars Battlefront II -\GameData\data\_lvl_pc. Now in there, do you see alot of folders, like myg, nab, cor, kam or mus? Those are the map -folders. First off you'd need to choose the world WITH vehicles that you want to mod. But that's after you finish reading -this tutorial, because we will be modding Hoth. Find the Hoth, conquest section in the pad. Tap Ctrl+F to bring up the -'find' console, and then search: hot1.lvl. You'll have to find the conquest section from there. Now you will need to -change all Imperial infantry into the Republic, because we will be replacing the Imperial AT-AT with a Republic vehicle. -Just like the infantrys rules, you can only have Republic vehicles with Republic. If you do something like Empire with -Republic vehicles, the vehicles won't appear in the game. - -Now once you've found it, scroll down to the Imperial side. Now if you look closely, you will see the codeline -imp_walk_atat. That's the AT-AT's game code. Now replace over it with rep_walk_atte. Easy, no need to replace any -characters. Happy? You're not done. Save the mission.lvl. Now go to your C:\Program Files\LucasArts\ -Star Wars Battlefront II\GameData\data\_lvl_pc folder. Select the map you're modding. Since we're modding Hoth, open -up the 'hot' subfolder. Inside it you should see a file named: 'hot1.lvl'. That's Hoths map file. Open it in your hex -editor. Since imp_walk_atat and rep_walk_atte have the same amount of characters, this will be a very easy step. Open -up the 'replace' console by tapping Ctrl+H. Please note that it may be different for other hex editors, but considering -you're using Pspad, you're doing good. Now type in: imp_walk_atat in the 'find' field. Now type in: rep_walk_atte in the -replace field. Click 'ok' and you should see a loading bar. Once it finishes loading, you're done! To be certain, you -may want to check if it had been successful. So type in the new code in the 'find console, and if it takes you to that -code, then you're done! Save, and open up the game. Open the Hoth map, and enjoy a faster moving AT-TE! - -2.3 Step 4: Swapping Space Vehicles and Sides with another Side - -Space Vehicles. Star Destroyers. Star Fighters. Probably some of the most things you want to change. Here I will show you -how to change space vehicles. Some fellow HEX editors may not know this step. Simply because the space maps aren't assigned -to simple files like space_tat.lvl. This is were you'll find most useful things for modding space maps. First off, you'll -need to edit the mission.lvl file. In this example we will be modding the Space Kashyyk map. Open up your mission.lvl -file with your hex editor. Now open up the 'find' console and type in: rep_fly_anakinstarfighter_sc. Now this isn't the -one you'll need, so hit 'F3' on your keyboard twice and then you'll come to the right one. First things first, you'll -need to put in your army that you want to add, just like infantry. Just scroll down a bit until you see: cis.lvl. -change that to imp.lvl. You've added your Imperial army, now you need to give it infantry. Scan the lines until you fin -the following lines. Replace them with the ones i've stated below. - -REPLACE: WITH: -cis_inf_pilot imp_inf_pilot -cis_inf_marine imp_inf_marine - -Simple you just replcace 'cis' with 'imp. Well, you've got your infantry, but how are they gonna fly? Red Bull gives you -wiiiiings...joking lol. After the infantry codelines, you'll notice some codes like cis_fly_fedlander_dome and cis_droid_ -starfighter. You musn't change the cis_fly_fedlander_dome. Those codes are the space vehicle's game codes. Now just -replace all those codes as follows: - -REPLACE: WITH: -cis_fly_droidfighter_sc imp_fly_tiefighter_sc -cis_fly_greviousfighter imp_fly_tieinterceptor -cis_fly_droidgunship imp_fly_trooptrans -cis_fly_tridroidfighter imp_fly_tiebomber - -***WHAT NOT TO CHANGE:*** - cis_fly_droidfighter_dome - cis_fly_fedlander_dome - -***Take extra caution with replacing the grevious fighter. make sure you type in GREVIOUS and not GRIEVOUS. Some people - tend to get mixed up. The vehicle won't appear of you don't get the code right.*** - -***Remember, if there are still characters leftover from the code you replaced, just replace it with the '00's on the - 123 side of the pad.*** - -Now once you've done that, save. You're not finished. Go to C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\data -\_lvl_pc and look for the folder 'spa'. Open it and you should see spa1.lvl spa2.lvl etc. Now THESE are what the space -maps are called, I think. You'll have to find out what they are yourself. A way to do this would be opening up spa_sky.lvl -and searching for fel or kas or tat etc. But I do know that spa3.lvl is Kasyyk, so that is the file we're going to mod. -For starters, open up spa3.lvl with your editor. Now you'll have to do the hard work from there. Just search for the CIS -ship codes you want to replace and replace it with how I listed it above. Remember to replace any leftover -characters with '00's on the 123 side of the pad. When done, save. Now open up your game and load up Space Kashyyk. -Enjoy Brothers vs. Brothers! - -***If it doesn't work, then replace the mission.lvl and spa3.lvl with your backups, and then either leave it or retrace - the steps.*** - -3.0 Miscellaneous Stuff: - - -3.1 Faction: Infantry Format: Hero Format: -Republic = rep.lvl rep_inf_***_**** rep_hero_**** -cis = cis.lvl cis_inf_**** cis_hero_**** -Alliance = all.lvl all_inf_**** all_hero_**** -Imperial = imp.lvl imp_inf_**** imp_hero_**** - -Replace the **** with the infantry names. The *** is what episode you want the clone to be from. Yes, episode 2 or 3, -you choose what clones you want! If you want the Phase I clones, type in ep2, for episode 2. E.g, rep_inf_ep2_rifleman. -And the same with Phase II clones, just with ep3. E.g, rep_inf_ep3_rifleman. I personally enjoy this feature, becuase -I have the Phase II Clone Trooper on Hoth with the Phase I Sniper and Rocketeer. - -3.2 Vehicle and Infantry code guide. -I will enclose a Vehicle and Infantry Codeline guide with this package. Now all credit goes to Fiminopter because he made -it. I'm just adding it to this package for easy reference. - -3.3 Give your Ewok firepower!!! -Well, I just thought i'd tell you how to give Ewoks Blaster Rifles! Haha ok go to Go to C:\Program Files\LucasArts\ -Star Wars Battlefront II\GameData\data and open up the 'side' folder. Look around until you find ewk.lvl. That's -the Ewok's side file. Open it up in your hex editor. Bring up the 'replace' console and type in: ewk_weap_inf_spear. -in the 'find' field and type in: all_weap_inf_rifle. Now it should load. Save and then done! You can even try diffucult -things like give wookiees lightsabers, but I must warn you, it is frustrating TRYING to do it. Yes, i've tried and failed. - - -3.4 Just as real -If you have a Empire vs. Republic war, then you may notice some of the infantry saying things like, "Get the traitors!" -or "Take out that Clone!", just like the Campaign mission where you have the Empire vs. The ARC Rebellion Clones. - -There are many limited things you can mod with HEX editors. It would be wise to get the mod tools. With those, you'll -practically be able to do many things, such as create your own Jedi. Most people like myself once before eagerly search -forum after forum, site after site for a good HEX editing guide. I hadn't found a good one yet, apart from Fiminopters, -so I decided to develop this Tutorial Guide. Hope this guide helped, leave comments if you can. Well, have fun modding! - -3.5 Credits: - -* LucasArts for creating the Star Wars Universe - -* Pandemic for making Star Wars Battlefront II - -* starwarsbattlefront.filefront.com for inspiring me to mod SWBFII - -* Fiminopter for his original Hex editing guide, and for his examples - -* Me, Cade_Allos, for making this extended version \ No newline at end of file diff --git a/Other/000_Notes/Cade_Allos' Guide to Hex Editing/Charactor Guide #2.txt b/Other/000_Notes/Cade_Allos' Guide to Hex Editing/Charactor Guide #2.txt deleted file mode 100644 index 9febd4b..0000000 --- a/Other/000_Notes/Cade_Allos' Guide to Hex Editing/Charactor Guide #2.txt +++ /dev/null @@ -1,224 +0,0 @@ -A long time ago in a galaxy far, far away... - -STAR WARS - -Guide for hex editing charactors version 2 -Written by Fiminopter -Finnished 3/8/06 - -I didn't update much, but it's enough and all (hopefully). -I added some charactors to the rep side and added the missing vehicles. -I also made it a little more organized (for me). - -Table of Contents - -1) Republic Side -2) CIS Side -3) Allience Side (rebels) -4) Imperial Side (empire) -5) Jedi Side -6) Other Goodies -7) Credits - - -________________________________________________________________________________________________________1.) REPUBLIC SIDE - -EPISODE 2 - -Clone Trooper rep_inf_ep2_rifleman -Heavy Trooper rep_inf_ep2_rocketeer -Clone Sharpshooter rep_inf_ep2_sniper -Clone Engineer rep_inf_ep2_engineer -Clone Commander rep_inf_ep3_officer (ep3 not ep2) -Jet Trooper rep_inf_ep2_jettrooper -Jet Sniper rep_inf_ep2_jettroper_sniper -Jet Rifleman rep_inf_ep2_jettrooper_rifleman -Rocket Officer rep_inf_ep2_rocketeer_chaingun - -EPISODE 3 - -Clone Trooper rep_inf_ep3_rifleman -Heavy Trooper rep_inf_ep3_rocketeer -Clone Sharpshooter rep_inf_ep3_sniper -Clone Engineer rep_inf_ep3_engineer -Clone Commander rep_inf_ep3_officer -Jet Trooper rep_inf_ep3_jettropper -Cameo Trooper rep_inf_ep3_sniper_felucia -Clone Pilot rep_inf_ep3_pilot -Clone Marine rep_inf_ep3_marine - -HEROES - -Mace Windu rep_hero_macewindu -Yoda rep_hero_yoda -Obi-Wan Kanobi rep_hero_obiwan -Aayla Secura rep_hero_aalya -Ki-Adi Mundi rep_hero_kiyadimundi -Anakin rep_hero_anakin -Lord Vader (Anakin) rep_hero_cloakedanakin - -VEHICLES - -AT-TE rep_walk_atte -IFT-X rep_hover_fightertank -AT-RT rep_oneman-atst -BARC Speeder rep_hover_barcspeeder -Republic Starfighter rep_fly_anakinstarfighter_sc -V-Wing rep_fly_vwing -ARC-170 Starfighter rep_fly_arc170fighter_sc -Republic Attack Cruiser rep_fly_assault_dome - -________________________________________________________________________________________________________2.) CIS SIDE - -Super Battle Droid cis_inf_rifleman -Asault Droid cis_inf_rocketeer -Assasin Droid cis_inf_sniper -Engineer Droid cis_inf_engineer -Manga Guard cis_inf_officer -Droideka cis_inf_droideka -Pilot Droid cis_inf_pilot -Droid Marine cis_inf_marine - -HEROES - -Count Dooku cis_hero_countdooku -Jango Fett cis_hero_jangofett -Darth Maul cis_hero_darthmaul -General Grievous cis_hero_grievous - -VEHICLES - -Spider Walker cis_walk_spider -Hailfire Droid cis_tread_hailfire -Armored Tank Droid cis_tread_snailtank -AAT cis_cis_hover_aat -STAP cis_hover_stap -Droid Trifighter cis_fly_tridroidfighter -CIS Strike Bomber cis_fly_greviousfighter -Droid Starfighter cis_fly_droidfighter_sc -Droid Gunship cis_fly_fedlander_dome - -________________________________________________________________________________________________________3.) ALLIENCE SIDE - -Rebel Soldier all_inf_rifleman -Rebel Vanguard all_inf_rocketeer -Rebel Marksman all_inf_sniper -Rebel Smuggler all_inf_engineer -Bothan Spy all_inf_officer -Wookiee Warrior all_inf_wookiee -Jungle Soldier all_inf_rifleman_jungle -Jungle Vanguard all_inf_rocketeer_jungle -Jungle Maksman all_inf_sniper_jungle -Snow Soldier all_inf_rifleman_snow -Snow Vanguard all_inf_rocketeer_snow -Snow Marksman all_inf_sniper_snow -Snow Smuggler all_inf_engineer_snow -Snow Spy all_inf_officer_snow -Snow Wookiee all_inf_wookiee_snow - -HEROES - -Rebel Pilot all_inf_pilot -Rebel Marine all_inf_marine -Pilot Luke all_hero_luke_pilot -Luke Skywalker all_hero_luke_jedi -Princess Leia all_hero_leia -Han Solo all_hero_hansolo_tat -Chewbacca all_hero_chewbacca -Luke Stormtrooper all_hero_luke_storm -Han Stormtrooper all_hero_hansolo_storm - -VEHICLES - -Snowspeeder all_fly_snowspeeder -Alliance AAC-1 all_hover_combatspeeder -Tauntaun all_walk_tauntaun -Speeder Bike imp_hover_spederbike -A-Wing all_fly_awing -Y-Wing all_fly_ywing_sc -X-Wing all_fly_xwing_sc -Alliance Assault Craft all_fly_gunship_sc - -________________________________________________________________________________________________________4.) IMPERIAL SIDE - -Stormtrooper imp_inf_rifleman -Shock Trooper imp_inf_rocketeer -Scout Trooper imp_inf_sniper -Imperial Engineer imp_inf_engineer -Imperial Officer imp_inf_officer -Darktrooper imp_inf_dark_trooper -Snowtrooper imp_inf_rifleman_snow -Snow Shocktrooper imp_imf_rocketeer_snow -Snow Scout imp_inf_sniper_snow -Snow Engineer imp_inf_engineer_snow -Imperial Pilot imp_inf_pilot -Imperial Marine imp_inf_marine - -HEROES - -Darth Vader imp_hero_darthvader -Boba Fett imp_hero_bobafett -The Emperor imp_hero_emperor - -VEHICLES - -AT-AT imp_walk_atat -IFT-T imp_hover_fightertank -AT-ST imp_walk_atst -Speeder Bike imp_hover_speederbike -TIE Fighter imp_fly_tiefighter_sc -TIE Bomber imp_fly_tiebomber_sc -TIE Interceptor imp_fly_tieinterceptor -Landing Craft imp_fly_trooptrans - -________________________________________________________________________________________________________ -5.) JEDI SIDE - -Dual Saber or Double Blade Jedi are jedi masters -Single blade jedi are jedi knights -Jedi Jumpers Are dual blade jedi - -jed_master_01 -jed_master_02 -jed_master_03 -jed_master_04 -jed_knight_01 -jed_knight_02 -jed_knight_03 -jed_knight_04 -jed_jumper -jed_sith_01 - -***Some of these don't work*** - -________________________________________________________________________________________________________ -6.) OTHER - -Acklay geo_inf_acklay -Ewok ewk_inf_basic -Gamorrean Guard gam_inf_gamorreanguard -Geonosian (geo side) gen_inf_geonosian -Gun-Gun Defender gun_inf_defender -Gun-Gun Soldier gun_inf_soldier -Jawa* tat_inf_jawa -Naboo Queen gar_inf_naboo_queen -Temple Soldier gar_inf_temple_soldier -Temple Vanguard gar_inf_temple_vaguard -Tusken Hunter* tat_inf_tuskenhunter -Tusken Raider* tat_inf_tuskenraider -Queen Guard gar_inf_soldier -Wampa snw_inf_wampa -Wookiee wok_inf_basic - -* Belongs to the desert (des) side and not the tatooine (tat) side - -________________________________________________________________________________________________________7.) This is the boring stuff that nobody wants to read - -Thanks to Tiger_Boy27 and Kazooie said that they wanted a guide. -Also thanks to ~SC~ Dave [S] for giving me the luke and han stromtrooper charactors. -I also want to thank whoever approved my last version of the guide - -I will only come out with another guide if you find more charactors to write about, so have fun! - - - diff --git a/Other/000_Notes/Cade_Allos' Guide to Hex Editing/mission.lvl b/Other/000_Notes/Cade_Allos' Guide to Hex Editing/mission.lvl deleted file mode 100644 index 451e233..0000000 Binary files a/Other/000_Notes/Cade_Allos' Guide to Hex Editing/mission.lvl and /dev/null differ diff --git a/Other/000_Notes/LICENSE b/Other/000_Notes/LICENSE deleted file mode 100644 index 9cecc1d..0000000 --- a/Other/000_Notes/LICENSE +++ /dev/null @@ -1,674 +0,0 @@ - GNU GENERAL PUBLIC LICENSE - Version 3, 29 June 2007 - - Copyright (C) 2007 Free Software Foundation, Inc. - Everyone is permitted to copy and distribute verbatim copies - of this license document, but changing it is not allowed. - - Preamble - - The GNU General Public License is a free, copyleft license for -software and other kinds of works. - - The licenses for most software and other practical works are designed -to take away your freedom to share and change the works. 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But first, please read -. diff --git a/Other/000_Notes/ODF Parameters.txt b/Other/000_Notes/ODF Parameters.txt deleted file mode 100644 index d7268d9..0000000 --- a/Other/000_Notes/ODF Parameters.txt +++ /dev/null @@ -1,2345 +0,0 @@ -Header -[GameObjectClass] -ClassLabel is required by the game engine to determine it's functional properties. -GeometryName is required to display the lowrez mesh within the zeroeditor. -GeometryScale is required by zero to reflect any post-XSI scaling done through the msh.option file - -Classlabels -Collision-less Object Classlabels - DustEffect - Cloth - Light - -Objects with Collision -Prop -Any building with infinite health should be classlabel prop. -Prop subclasses include - Door - AnimatedProp - - -Damageable objects with finite health -Asteroid -Building/DestructableBuilding - If you want a building with health use classlabel destructible building. - - AnimatedBuilding - CommandPost - BuildingAnimatedArmed ? - CommandArmedAnimatedBuilding - ArmedBuilding - CommandBuildingArmed ? - BuildingArmedDynamic ? - DefenseGridTurret - PortableTurret - Trap - PowerupStation -Droid -Droideka -Flyer - CommandFlyer - Carrier -Hover - CommandHover -Item - Mine - FlagItem - PowerupItem -RemoteTerminal -Soldier -Walker - CommandWalker - - - - -BF2 Controllable Objects -Controllable objects support camera views and first person models - Droid - Droideka - Flyer - Hover - RemoteTerminal - Soldier - Walker - MountedTurret - PassengerSlot - -Controllable objects support units - ThirdPersonFOV - FirstPersonFOV - ForceMode - VehiclePosition - CockpitTension - NumBobPoints - BobVector - BobSlope - BobOrient - BobRSlope - BobTime - ShakeScale - PilotPosition - AnimatedPilotPosition - Pilot9Pose - PilotAnimation - PilotType - none - self - vehicle - remote - vehicleself - IsPilotExposed - PilotDeath - fly - fall - CapturePosts - NoEnterVehicles - IgnoreHintNodes - ControlsUnit - AnimatesUnitAsTurret - - - -Controllable objects support weapons -Weapons Have Aimers - Aimer Properties -AimerPitchLimits deg -AimerPitchRate -AimerYawLimits deg -AimerYawRate -AimerRestDirection xyz -BarrelOffset -AimerOffset xyz -AimerNodeName -NextBarrel -BarrelNodeName -BarrelLength -BarrelRecoil -FirePointName -FireNodeName -HierarchyLevel bool -FireOutsideLimits bool -NextAimer - -BF2 Weapon Classes -Weapon - NextCharge - IconTexture - ReticuleTexture - ScopeTexture - Ordnance - OrdnanceName - AmmoPerShot - HeatPerShot - HeatRecoverRate - MagReloadTime - ReloadTime - ZoomMin - ZoomMax - ZoomRate - ZoomTurnDivisorMin - ZoomTurnDivisorMax - ZoomFirstPerson - RecoilStrengthHeavy - RecoilStrengthLight - RecoilLengthLight - RecoilLengthHeavy - RecoilDelayLight - RecoilDelayHeavy - RecoilDecayLight - RecoilDecayHeavy - MaxChargeStrengthHeavy - MaxChargeStrengthLight - ChargeRateHeavy - ChargeRateLight - ChargeDelayLight - ChargeDelayHeavy - TimeAtMaxCharge - TriggerSingle - ExtremeRange - LockOnRange - AutoAimSize - LockOnAngle - LockOffAngle - MinRange - OptimalRange - MaxRange - TargetEnemy - TargetNeutral - TargetFriendly - TargetAll - TargetPerson - TargetAnimal - TargetDroid - TargetVehicle - TargetBuilding - TargetBuildingDead - TargetBuildingUnbuilt - TargetMine - AITargetAll - AITargetPerson - AITargetAnimal - AITargetDroid - AITargetVehicle - AITargetBuilding - AITargetBuildingDead - AITargetBuildingUnbuilt - AITargetMine - GeometryName - WeaponName - HUDTag - HighResGeometry - CustomAnimationBank - AnimationBank - FirePointName - FireSound - FireSoundStop - ReloadSound - FireLoopSound - FireEmptySound - ChargeSound - ChargedSound - ChargeSoundStop - ChargeSoundPitch - WeaponChangeSound - OverheatSound - OverheatSoundPitch - OverheatStopSound - ClankLeftWalkSound - ClankRightWalkSound - ClankLeftRunSound - ClankRightRunSound - JumpSound - LandSound - RollSound - ProneSound - SquatSound - StandSound - BarrageMin - BarrageMax - BarrageDelay - SniperScope - FlashRadius - FlashWidth - FlashLength - FlashColor - FlashLightColor - FlashLightRadius - FlashLightDuration - MuzzleFlashEffect - ChargeUpEffect - MuzzleFlashModel - FireAnim - MuzzleFlash - small_muzzle_flash - med_muzzle_flash - large_muzzle_flash - EnergyDrain - AutoPitchScreenDist - AutoTurnScreenDist - TargetLockMaxDistance - TargetLockMaxDistanceLose - ScoreForMedalsType - MedalsTypeToUnlock - MedalsTypeToLock - InstantPlayFireAnim bool - OffhandWeapon bool - ReticuleInAimingOnly bool - DisplayRefire bool - AIBubbleCircle bool - AIBubbleSizeMultiplier float - AIBubbleScaleDistDivider float - AIBubbleScaleClamp float - NoFirstPersonFireAnim bool - - WeaponAreaEffect - FireType - Repeat - Charge - Hold - EffectType - Push - Pull - Choke - Stun - Mindtrick - AreaType - Sphere - Cylinder - Arc - Ray - InitialSalvoDelay - AreaRange - AreaRadius - AreaHeight - MaxTargets - EffectDamage - EffectStrength - EffectFalloff - EnergyDrainRate - ChargeMaxTime - ChargeMinStrength - ThrustFactor - TargetLock - SoldierAnimation - WeaponBinoculars - WeaponCannon - ShotDelay - MaxPressedTime - MaxSpread - PitchSpread - YawSpread - StandStillSpread - StandMoveSpread - StandAimSpread - CrouchStillSpread - CrouchMoveSpread - CrouchAimSpread - ProneStillSpread - ProneMoveSpread - ProneAimSpread - KickSpread - SpreadPerShot - SpreadRecover - SpreadRecoverRate - SpreadThreshold - SpreadLimit - KickStrength - KickBuildup - SalvoCount - ShotsPerSalvo - SalvoDelay - InitialSalvoDelay - ShotPatternCount - ShotPatternPitchYaw - WarmUpTime - CoolDownTime - WarmUpSoundStartPitch - WarmUpSoundFadeInTime - WarmUpSoundFadeOutTime - BarrelSoundFadeInTime - BarrelSoundFadeOutTime - CoolDownSoundEndPitch - CoolDownSoundFadeInTime - CoolDownSoundFadeOutTime - WarmUpSound - BarrelSound - CoolDownSound - SecondaryOrdnance - SecondaryOrdnanceName - SecondaryOrdnancePeriod - WeaponGrapplingHook - WeaponLauncher - Ordnance - OrdnanceName - LockTime - TrackingSound - ClearLockOnFire - WeaponTowCable - WindSound - DetatchSound - WeaponCatapult - ArmName - CockedAngle - OrdnanceGeometryName - WeaponDestruct - MaxPressedTime - ExplosionClass - SelfDestructSoundPitch - WeaponDisguise - TimeToChange - WeaponDispenser - HideOnFire - Ordnance - OrdnanceName - Velocity - ShotDelay - MaxPressedTime - MinStrength - MaxStrength - InitialSalvoDelay - InitialSalvoDelayProne - MaxItems - FirePointExtraOffset - WeaponDetonator - PlantedHash - WeaponRemote - SwitchImmediately - AllowDestruct - WeaponGrenade - - Weapon Grenade - ShotDelay - InitialSalvoDelay - InitialSalvoDelayUnderhand - InitialSalvoDelayProne - ShotElevate - MaxPressedTime - HideOnFire - ForceFireAnimation - WeaponInvisibility - InvisibilityTrigger - Press "0" - Toggle "1" - Hold "2" - InvisibilityPersistTime - InvisibilityMax - InvisibilityMin - SpeedForInvisibilityMax - SpeedForInvisibilityMin - InvisibilityIncRate - InvisibilityDecRate - FlickerAmplitude - FlickerTimeMin - FlickerTimeMax - InitialSalvoDelay - InitialEnergyDrain - WeaponLaser - ShotDelay - SalvoTime - WeaponMelee - Explosion - ExplosionName - HitEffect // this call now gets rid of any additional hit effects - AddHitEffect // add extra hit effects - choose one randomly when making contact - Mike Z - HitSound - DeflectEffect - DeflectSound - TurnOnDuration - OnSound - TurnOnSound - TurnOffSound - NumDamageEdges - DamageEdgeLength - LightSaberLength - DamageEdgeWidth - LightSaberWidth - LightSaberTexture - LightSaberGlowTexture - LightSaberTrailColor - CustomAnimationBank // Override handling of WeaponAnimationBank tags - ComboAnimationBank // Override handling of WeaponAnimationBank tags - GeometryName - FirePointName - OffhandGeometryName - OffhandFirePointName - AttachedFirePoint - WeaponMeleeThrow - PrimaryWeaponIndex - InitialSalvoDelay - WeaponRepair - ShotDelay - SoldierHealth - SoldierAmmo - PersonHealth - PersonAmmo - AnimalHealth - AnimalAmmo - DroidHealth - DroidAmmo - VehicleHealth - VehicleAmmo - BuildingHealth - BuildingAmmo - BuildingRebuild - BuildingBuild - MineHealth - WeaponShield - MaxShield - AddShield - AddShieldOff - ShieldOffset - ShieldRadius xyz - ShieldEffect - ShieldSound - ShieldOffSound - - - - - - - - - - - - - - - - - -Entity - DustEffect - MinPos - MaxPos - MinVel - MaxVel - MinSize - MaxSize - MinLifeTime - MaxLifeTime - Alpha - Color - NumParticles - MaxDistance - MinDistance - RadiusFadeMin - RadiusFadeMax - HeightScale - Texture - CameraDistance - SpawnSound - - Cloth - winddirection - windspeed - dampening - drag - particlemass - maxacceleration - attachedmesh - priority - crossconstraint - bendconstraint - stretchconstraint - hardedge - transparent - EntityEx - EntityGeometry - IsVisible ? - IsCollidable ? - CHUNKSECTION - CHUNK - CHUNK1 - CHUNK2 - CHUNK3 - CHUNK4 - CHUNK5 - CHUNK6 - CHUNK7 - CHUNK8 - CHUNK9 - LODPriorityMod - GeometryName - ChunkGeometryName - ChunkNodeName - ChunkTerrainCollisions - ChunkTerrainEffect - ChunkTrailEffect - ChunkSmokeEffect - ChunkSmokeNodeName - ChunkTrailNodeName - ChunkPhysics - FULL - LEAF - STATIC - COCKPIT - SIMPLE - ChunkOmega xyz - ChunkSpeed - ChunkGravity - ChunkLinearDamping - ChunkAngularDamping - ChunkDeathSpeed - ChunkVelocityFactor - ChunkUpFactor - ChunkBounciness - ChunkStickiness - ChunkSimpleFriction - ChunkLifetime - ChunkInitialCollisionSound - ChunkScrapeCollisionSound - ChunkKeepSoldierCollision - TerrainCollisionPrim - BuildingCollisionPrim - VehicleCollisionPrim - SoldierCollisionPrim - OrdnanceCollisionPrim - TargetableCollisionPrim - sphere radius - aacylinder radius,height - cylinder radius,height - box radius,height,width - TerrainCollisionPrim - BuildingCollisionPrim - VehicleCollisionPrim - SoldierCollisionPrim - OrdnanceCollisionPrim - TargetableCollisionPrim - TargetableCollision - TerrainCollision - BuildingCollision - VehicleCollision - SoldierCollision - OrdnanceCollision - HitLocation - Lighting - dynamic - static - MaxShadowLength - DeathOnFlyerLand - DenyFlyerLand - TargetPointOffset - Prop - GeometryName = "mesh filename" - TerrainCollisionPrim = - BuildingCollisionPrim = - VehicleCollisionPrim = - SoldierCollisionPrim = - OrdnanceCollisionPrim = - sphere x,y,z, radius // manually create invisible collision using predefined shape - aacylinder x,y,z, radius,height // manually create invisible collision using predefined shape - cylinder x,y,z, radius,height // manually create invisible collision using predefined shape - box x,y,z, radius,height,width // manually create invisible collision using predefined shape - TargetableCollision = "geometryname" - TerrainCollision = "geometryname" - BuildingCollision = "geometryname" - VehicleCollision = geometryname, none, clear - VehicleCollisionOnly ="geometryname" //masks from soldier collision - SoldierCollision = geometryname, none, clear - OrdnanceCollision = geometryname, none, clear - DestroyedGeometryName = "mesh filename" - LowResModel = "geometryname" - GeometryColorMin = "r,g,b,a" - GeometryColorMax = "r,g,b,a" - SoundOffset = x,y,z - SoundWhenMoving = soundpropertyname - SoundProperty = soundpropertyname - StartMovementSound = soundpropertyname - StopMovementSound = soundpropertyname - Lighting = dynamic or static //controls dynamic lighting - DeathOnFlyerLand = 0 or 1 // kills flyers that land on object - DenyFlyerLand = 0 or 1 // prevents ai from landing on object - AttachEffect = "effect filename" - AttachOdf = "odf filename" - AttachToHardPoint = "hard point name" - MaxDistance = // sets distance of attached odfs, may need to go in attached odf - Door - OpenTrigger - OpenRatio - IsLocked - AnimationName - Animation - AnimationTrigger - OpenSound - CloseSound - LockedSound - AnimatedProp - AnimationName - Animation - AttachTrigger - die - AnimationTrigger - DisableForCloneWars - TrackDeathOnAttach - IdleDelay - KillSoldierSound - AnimationTriggerSound - GameObject - Team - PerceivedTeam - CurHealth - MaxHealth - AddHealth - CurShield - MaxShield - AddShield - DisableTime - PhysicsActive - HealthType - Person - Animal - Droid - Vehicle - Building - Mine - HealthTypeForLockOn - Person - Animal - Droid - Vehicle - Building - Mine - MaxHealth - AddHealth - MaxShield - AddShield - HideHealthBar - PilotSkillRepairScale - ScanningRange - TransmitRange - ReserveOneForPlayer - AvailableForAnyTeam - HurtSound - HurtFallSound - DeathSound - DamageRegionSound - AISizeType - SOLDIER - HOVER - SMALL - MEDIUM - HUGE - FLYER - AINoRepair - DamageStartPercent - DamageStopPercent - DamageEffect - DamageEffectScale - DamageInheritVelocity - DamageAttachPoint - DamageAttachOffset - DamageEffectSound - VOSound - VOUnitType - VORadius - SwitchClassRadius - IsNotTargetableByPlayer - LockOnMinDist - LockOnMaxDist - LockOnMaxTrackDist - PointsToUnlock - DisabledEffect - HideHealthBar - AICollisionRadius - RadiusDamageSizeScale - VehicleType //Used By Vehicles - SCOUT - LIGHT - MEDIUM - HEAVY - FIGHTER - TRANSPORT - CAPITOL - REMOTETERMINAL - ATAT - Asteroid - GeometryName - SoldierCollision - OrdnanceCollision - MinSpeed - MaxSpeed - MinOmega - MaxOmega - Collidable - ExplosionBreak - Explosion - ExplosionName - ExplosionDestruct - ChildAsteroid - Building - GeometryName - DestroyedGeometryName - UnbuiltGeometryName - Explosion - ExplosionName - ExplosionOffset - RespawnTime - UnbuiltHoloOdf - BuiltSound - BuildingSound - AutoBarrierEnable - AutoBarrierRemoveOnDeath - ColorizeByTeam - AutoBarrierSize - AnimatedBuilding - AnimationName - IdleAnimation - DeathAnimation - EnableDeathExplosions - DeathEffect - CommandPost - Label - CaptureRegion - ControlRegion - KillRegion - SpawnPath - SpawnRegion - AllyPath - TurretPath - AllyCount - Radius - HUDIndex - HUDIndexDisplay - /* player(s) is/are Alliance - VO_All_AllCapture - VO_All_AllLost - VO_All_AllInDispute - VO_All_AllSaved - VO_All_AllInfo - VO_All_ImpCapture - VO_All_ImpLost - VO_All_ImpInDispute - VO_All_ImpSaved - VO_All_ImpInfo - /* player(s) is/are Empire - VO_Imp_AllLost - VO_Imp_AllInDispute - VO_Imp_AllSaved - VO_Imp_AllInfo - VO_Imp_ImpCapture - VO_Imp_ImpLost - VO_Imp_ImpInDispute - VO_Imp_ImpSaved - VO_Imp_ImpInfo - /* player(s) is/are Republic - VO_Rep_RepCapture - VO_Rep_RepLost - VO_Rep_RepInDispute - VO_Rep_RepSaved - VO_Rep_RepInfo - VO_Rep_CISCapture - VO_Rep_CISLost - VO_Rep_CISInDispute - VO_Rep_CISSaved - VO_Rep_CISInfo - /* player(s) is/are CIS - VO_CIS_RepCapture - VO_CIS_RepLost - VO_CIS_RepInDispute - VO_CIS_RepSaved - VO_CIS_RepInfo - VO_CIS_CISCapture - VO_CIS_CISLost - VO_CIS_CISInDispute - VO_CIS_CISSaved - VO_CIS_CISInfo - ValueBleed_Alliance - ValueBleed_CIS - ValueBleed_Empire - ValueBleed_Republic - ValueBleed_Neutral - ValueBleed_Locals - Value_ATK_Alliance - Value_ATK_CIS - Value_ATK_Empire - Value_ATK_Republic - Value_ATK_Locals - Value_DEF_Alliance - Value_DEF_CIS - Value_DEF_Empire - Value_DEF_Republic - Value_DEF_Locals - SoldierBan - HoverBan - SmallBan - MediumBan - HugeBan - FlyerBan - AISpawnWeight - NeutralizeTime - CaptureTime - HoloOdf - HoloImageGeometry - HoloTurnOnTime - ChargeSound - CapturedSound - DischargeSound - LostSound - DisputeSound - AmbientSound - SoundPitchDev - CaptureMusic - LostMusic - SpawnPointNames - SpawnPointCount - SpawnPointLocation - BuildingAnimatedArmed ? - BUILDINGSECTION - BODY - TURRET - TURRET1 - TURRET2 - TURRET3 - TURRET4 - TURRET5 - TURRET6 - TURRET7 - TURRET8 - CommandArmedAnimatedBuilding - ArmedBuilding - NoAIBoard - BUILDINGSECTION - BODY - TURRET - TURRET1 - TURRET2 - TURRET3 - TURRET4 - TURRET5 - TURRET6 - TURRET7 - TURRET8 - CommandBuildingArmed ? - BuildingArmedDynamic ? - DefenseGridTurret - RespawnTime - PortableTurret - LifeTime - Gravity - Rebound - Friction - CollisionSound - CollisionWaterSound - CollisionOtherSound - Trap - GeometryName - AnimationName - BuildAnimation - BuildPoint - BuildModelOdf - TriggerAnimation - TriggerNode - TriggerOffset - TriggerRadius - TriggerTeam - all - imp - rep - cis - RayTriggerWidth - RayTriggerMinSpeed - ResetTeam - all - imp - rep - cis - MinEnemyRadius - DeathTime - DeathEffect - DeathEffectOffset - TriggerSound - BuiltCollision - TriggerCollision - HideUnbuiltModel - DeathOnCollision - PowerupStation - EffectRegion - Radius - PowerupDelay - SoldierHealth - SoldierAmmo - SoldierEnergy - PersonHealth - PersonAmmo - PersonEnergy - AnimalHealth - AnimalAmmo - AnimalEnergy - DroidHealth - DroidAmmo - DroidEnergy - VehicleHealth - VehicleAmmo - VehicleEnergy - BuildingHealth - BuildingAmmo - BuildingEnergy - BuffOffenseTimer - BuffOffenseMult - BuffDefenseTimer - BuffDefenseMult - BuffHealthTimer - BuffHealthRate - DebuffDamageTimer - DebuffDamageRate - PowerupSound - AmbientSound - IdleRotateSpeed - IdleWaitTime - IdleWobbleNode - IdleWobbleFactor - IdleWobbleLeftFoot - IdleWobbleRightFoot - ActiveRotateNode - ActiveSpinNode - Droid - GeometryName - SetAltitude - GravityScale - LiftSpring - LiftDamp - NoCombatInterrupt - Acceleration - Acceleraton //HACK support old typo - MaxSpeed - MaxStrafeSpeed - MaxTurnSpeed - MaxPitchSpeed - PitchLimits - LevelSpring - LevelDamp - CollisionThreshold - CollisionScale - CollisionInflict - WeaponSection - Weapon - WeaponName - WeaponAmmo - WeaponShareAmmo - WeaponShareHeat - WeaponChannel - Explosion - ExplosionName - EnergyAutoRestore - AmbientSound - Ambient2Sound - DestructTrackOffset - DestructTiltValue - DestructChargeEffect - Droideka - MouseTurnDecay - FirstPerson - GeometryName - UprightLowResModel - BallLowResModel - VehicleType - NoCombatInterrupt - AnimationName - Acceleration - Acceleraton //HACK support old typo - MaxSpeed - MaxTurnSpeed - MaxYawSpeed - YawLimits - MaxPitchSpeed - UnrollTime - RollTime - PitchLimits - CollisionThreshold - CollisionScale - CollisionInflict - WeaponSection - Weapon - WeaponName - WeaponAmmo - WeaponShareAmmo - WeaponShareHeat - WeaponChannel - Explosion - ExplosionName - TEMP_AnimationSpeed - No Longer in code, was in ODFs for develpment - StompEffect - AttachNodeName - NoDeathExplosions - DeathDustEffect - DeathDustDelay - DeathDustOffset - DeathShakeDelay - DeathShakeForce - DeathShakeDuration - DeathShakeRadius - JumpSound - LandSound - Footstep0Sound - Footstep1Sound - Footstep2Sound - HydraulicSound - HydraulicSoundHeight - StoppedTurnSpeed ? - ForwardTurnSpeed ? - TurnThreshold - MaxTerrainAngle - WaterDamageInterval - WaterDamageAmount - BallRadius - BallMoveSpeed - BallStoppedTurnSpeed - BallTurnSpeed - BallSprintTurnSpeed - BallSlippage - BallMaxLean - BallAcceleration - BallRollingFriction - MaxBallAngle - SprintTimeForBowling - BowlingPush - BallSprintSpeedBoost - BallJumpHeight - BallJumpForwardBoost - EnergyRestore - EnergyRestoreIdle - EnergyDrainSprint - EnergyCostJump - EnergyCostBowling - WakeEffect - CAMERASECTION - STAND - STANDZOOM - CROUCH - SPLITSTAND - SPLITSTANDZOOM - SPLITCROUCH - UprightWaterDamageHeight - BallWaterDamageHeight - HealthGainEffect - AmmoGainEffect - EnergyGainEffect - BuffHealthEffect - BuffOffenseEffect - BuffDefenseEffect - DebuffEffect - Flyer - FLYERSECTION - BODY - TURRET - TURRET1 - TURRET2 - TURRET3 - TURRET4 - TURRET5 - TURRET6 - TURRET7 - TURRET8 - GeometryName - FirstPerson - NoCombatInterrupt - SoldierCollision - OrdnanceCollision - VehicleType - AnimationName - Acceleration - Acceleraton //HACK support old typo - BoostAcceleration - MinSpeed - MidSpeed - MaxSpeed - BoostSpeed - StrafeSpeed - PitchRate - PitchFilter - PitchFilterDecel - TurnRate - TurnFilter - TurnFilterDecel - PitchBuildupMultiplier - TurnBuildupMultiplier - ThrustPitchAngle - StrafeRollAngle - BankAngle - BankFilter - LevelFilter - LevelFilterLanding - RollRate - RollRateAccel - TakeoffHeight - TakeoffTime - TakeoffSpeed - LandingTime - LandingSpeed - LandedHeight - CollisionThreshold - CollisionScale - CollisionInflict - WeaponSection - Weapon - WeaponName - WeaponAmmo - WeaponShareAmmo - WeaponShareHeat - WeaponChannel - ExplosionCritical - Explosion - ExplosionName - ExplosionDestruct - ThrustEffect - ThrustEffectMinScale - ThrustEffectMaxScale - ThrustEffectScaleStart - ThrustAttachPoint - ThrustAttachOffset - ContrailEffect - ContrailAttachPoint - ContrailAttachOffset - ContrailEffectMinSpeed - ContrailEffectMaxSpeed - ContrailEffectMinScale - ContrailEffectMaxScale - BlurEffect - BlurStart - FinAnimation - PassengerSlots - FOVEffect3rd DEG - FOVEFFectMinCamOffset3rd - FOVEFFectMaxCamOffset3rd - FOVEffect1st DEG - EnergyAutoRestore - EnergyBoostDrain - EnergyTrickDrainSingleTap - EnergyTrickDrainDoubleTap - TrickRollSpeed - TrickFlipSpeed - TrickFlipCameraDetach - TrickSideRollCameraDetach - TrickSideRollStrafeSpeed - MomentumFilter - FreeFlyTime - TrickTimeMid - TrickTimeRange - CircleATATFrequency - SquadronMaxAngle - SquadronDistance - TimeRequiredToEject - EjectResistance - TimeTilReboard - NeverCrashWhenUnpiloted - GuidedMissile - GuidedMissileDamage - GuidedMissileDamageBoost - HealthScale - ArmorScale - PersonScale - AnimalScale - DroidScale - VehicleScale - BuildingScale - ShieldScale - GuidedMissileDeathCamPause - GuidedMissileDeathCamPullbackSpeed - GuidedMissileDeathCamMinDistance - GuidedMissileBoostExplosionSpeedThreshold - TrickSound - FlipSound - CommandFlyer - Carrier - CargoNodeName - CargoNodeOffset - PickupSound - DropoffSound - Hover - HOVERSECTION - BODY - TURRET - TURRET1 - TURRET2 - TURRET3 - TURRET4 - TURRET5 - TURRET6 - TURRET7 - TURRET8 - GeometryName - FirstPerson - FPModelAttachedtoCam - NoCombatInterrupt - SoldierCollision - OrdnanceCollision - TerrainCollision - SetSpringBody - AddSpringBody - BodySpringLengthRadiusMultiplier - BodyVelocitySpringFactor - BodyVelocityDampFactor - BodyOmegaXSpringFactor - BodyOmegaXDampFactor - BodyOmegaZSpringFactor - BodyOmegaZDampFactor - BodySpringLength - VelocitySpring - VelocityDamp - OmegaXSpring - OmegaXDamp - OmegaZSpring - OmegaZDamp - NoRandomSpring - VehicleType - SetAltitude - GravityScale - LiftSpring - LiftDamp - Acceleration - Deceleration - Traction - ForwardSpeed - ReverseSpeed - StrafeSpeed - BoostSpeed - BoostAcceleration - BoostFOV - BoostTurnMultiplier - SpinRate - TurnRate - TurnFilter - PitchRate - PitchLimits min max - ThrustPitchAngle - StrafeRollAngle - BankAngle - BankFilter - LevelSpring - LevelDamp - CollisionThreshold - CollisionScale - CollisionInflict - WeaponSection - Weapon - WeaponName - WeaponAmmo - WeaponShareAmmo - WeaponShareHeat - WeaponChannel - Explosion - ExplosionName - AttachNodeName - WakeEffect - WaterEffect - BlurEffect - BlurStart - GroundedSound - GroundedHeight - AnimationName - MovingTurnOnly - FloatsOnWater - FinAnimation - SuspensionNodeName - SuspensionLeftArmNodeName - SuspensionRightArmNodeName - SuspensionMaxOffset - SuspensionMidOffset - PassengerSlots - EnergyAutoRestore - EnergyBoostDrain - TimeRequiredToEject - EjectResistance - TimeTilReboard - JumpTimeMin - JumpTimeMax - JumpForce - JumpEnergyPerSec - JumpMinSpeedMult - WheelSection - WheelTexture - WheelVelocToU - WheelVelocToV - WheelOmegaToU - WheelOmegaToV - CommandHover - Item - GeometryName - LifeSpan - NoLifeSpanDisplay bool - Gravity - Rebound - Friction - LightOdf - LightColor rgba - LightRadius - CollisionSound - CollisionWaterSound - CollisionOtherSound - TrailEffect - Mine - Explosion - ExplosionName - ExplosionTrigger - ExplosionExpire - ExplosionDeath - TriggerContact - TriggerRadius - SuppressRadius - TickSound - TickSoundPitch - FlagItem - SoldierAttachBone - DroidekaAttachBone - GeometryName - CarriedGeometryName - DroppedInLandingZoneGeometryName - HomeRegion - AllowTeamPickup - AllowAIPickup - CarriedGeometryName - DroppedInLandingZoneGeometryName - SoldierAttachBone - DroidekaAttachBone - CarriedOffset - CarriedColorize - DroppedColorize - PickupSound - DropSound - AmbientSound - PowerupItem - SoldierHealth - SoldierAmmo - SoldierEnergy - PersonHealth - PersonAmmo - PersonEnergy - AnimalHealth - AnimalAmmo - AnimalEnergy - DroidHealth - DroidAmmo - DroidEnergy - VehicleHealth - VehicleAmmo - VehicleEnergy - BuildingHealth - BuildingAmmo - BuildingEnergy - BuffOffenseTimer - BuffOffenseMult - BuffDefenseTimer - BuffDefenseMult - BuffHealthTimer - BuffHealthRate - DebuffDamageTimer - DebuffDamageRate - PowerupSound - AmbientSound - - RemoteTerminal - RemoteGameObject - NextLinkedTerminal - PrevLinkedTerminal - GeometryName - VehicleType - Soldier - IsAcklay - GeometryName - GeometryLowRes - AnimationName - SkeletonName - AnimationLowRes - SkeletonLowRes - FirstPerson - NoCombatInterrupt - Acceleration - Acceleraton //HACK support old typo - MaxSpeed - MaxStrafeSpeed - MaxTurnSpeed - MaxPitchSpeed - PitchLimits - JumpHeight - JumpForwardSpeedFactor - JumpStrafeSpeedFactor - RollSpeedFactor - SprintAccelerateTime - RecoverFromTumble - UseDirectionalJumps - UseDirectionalDeaths //- Mike Z - ControlSpeed - stand - crouch - prone - sprint - jump - jet - tumble - roll - CollisionThreshold - CollisionScale - CollisionInflict - UnitType - ImmuneToMines - WeaponSection - Weapon - WeaponName - WeaponAmmo - WeaponAmmo1 - WeaponAmmo2 - WeaponAmmo3 - WeaponAmmo4 - WeaponShareAmmo - WeaponShareAmmo1 - WeaponShareAmmo2 - WeaponShareAmmo3 - WeaponShareAmmo4 - WeaponShareHeat - WeaponShareHeat1 - WeaponShareHeat2 - WeaponShareHeat3 - WeaponShareHeat4 - WeaponChannel - PrimaryWeapon - WeaponName1 - SecondaryWeapon - WeaponName2 - WeaponName3 - WeaponName4 - WeaponChannel1 - WeaponChannel2 - WeaponChannel3 - WeaponChannel4 - EnergyRestore - EnergyRestoreIdle - EnergyDrainSprint - EnergyCostJump - EnergyCostJumpSprint - EnergyCostRoll - JetJump - JetPush - JetAcceleration - JetShowHud - JetEnergyDrain - JetFuelRechargeRate - JetFuelCost - JetFuelInitialCost - JetFuelMinBorder - HealthGainEffect - AmmoGainEffect - EnergyGainEffect - BuffHealthEffect - BuffOffenseEffect - BuffDefenseEffect - DebuffEffect - InvincibleEffect - JetEffect - JetIdleEffect // - Mike Z - JetType - FootSlideEffect - ChokeEffect - BlurEffect - WaterSplashEffect - FootWaterSplashEffect - WakeWaterSplashEffect - CAMERASECTION - STAND - STANDZOOM - CROUCH - CROUCHZOOM - PRONE - PRONEZOOM - SPRINT - SPLITSTAND - SPLITSTANDZOOM - SPLITCROUCH - SPLITCROUCHZOOM - SPLITPRONE - SPLITPRONEZOOM - SPLITSPRINT - CameraBlendTime - FootstepStride - RunSpeed - AcquiredTargetSound - HidingSound - ApproachingTargetSound - FleeSound - PreparingForDamageSound - HeardEnemySound - ChargeSound - ShockFadeOutTime - ShockFadeInTime - ShockFadeOutGain - ShockSound - ClothingRustleSound - LowHealthSound - LowHealthThreshold - ChokeSound - AmbientSound - DropItemClass - DropItemProbability - NextDropItem - SkeletonRootScale - CollisionRootScale - CollisionHeadScale - CollisionTorsoScale - CollisionHeadOffset - CollisionTorsoOffset - SkeletonRootScaleLowRes - Explosion - ExplosionName - ChunkFrequency - OverrideTexture - OverrideTexture2 - AnimatedAddon - GeometryAddon - AnimationAddon - AddonAttachJoint - SndHeroSelectable - SndHeroSpawned - SndHeroDefeated - SndHeroKiller - SoldierMusic - AISoldierMusic - SoldierAnnoucement - FleeLikeAHero - MinFootHeight - TargetPointOffsetStand - TargetPointOffsetCrouch - TentacleCollType - NumTentacles - BonesPerTentacle - Scout - Anti-Armor rocket - Assault rocket - Repair - Support repair - Pilot - Trooper - Special - repair - Walker - GeometryName - WALKERSECTION - BODY - TURRET - TURRET1 - TURRET2 - TURRET3 - TURRET4 - TURRET5 - TURRET6 - TURRET7 - TURRET8 - StompRumbleLightDuration - StompRumbleHeavyDuration - StompRumbleHeavy - StompRumbleLight - FPWalkScale - FPPosePointName - VehicleType - NoCombatInterrupt - AnimationName - SkeletonName - SkeletonRootScale - AnimationBlending - Acceleration - Acceleraton //HACK support old typo - MaxSpeed - BoostSpeed - JumpHeight - JumpForwardSpeedBoost - JumpMinSpeed - MaxTurnSpeed - MaxYawSpeed - YawLimits - MaxPitchSpeed - PitchLimits - ThrustAngleToStrafe - ThrustAngleToTurn - ThrustAngleToStop - SteerTowardAimRate - SteerAtYawLimit - SteerAtStrafeLimit - CorrectAimForSteering - ReverseBackwardSteering - CollisionThreshold - CollisionScale - CollisionInflict - WeaponSection - Weapon - WeaponName - WeaponAmmo - WeaponShareAmmo - WeaponShareHeat - WeaponChannel - Explosion - ExplosionName - ExplosionOffset - FinalExplosion - FinalExplosionName - FinalExplosionOffset - StompEffect - StompDecal - StompDecalSize - FootWaterSplashEffect - AttachNodeName - DeathAnimationExplosion - DeathAnimationExplosionTime - DeathDustEffect - DeathDustDelay - DeathDustOffset - DeathShakeDelay - DeathShakeForce - DeathShakeDuration - DeathShakeRadius - DeathFadeTimeStart - DeathFadeTimeEnd - StompDetectionType - StompThreshold - FootstepSound0 - FootstepSound1 - FootstepSound2 - FootstepSound3 - FootstepSound4 - FootstepSound5 - HydraulicSound - HydraulicSoundHeight - HydraulicLowerSound - HydraulicLowerHeight - StoppedTurnSpeed - ForwardTurnSpeed - BoostTurnSpeed - EnergyAutoRestore - EnergyBoostDrain - EnergyCostJump - TurnThreshold - MaxTerrainAngle - LegPairCount - WalkerLegPair - LegRayHitLength - WalkerOrientRoll - FootBoneLeft - FootBoneRight - TerrainLeft - TerrainRight - LegBoneLeft - LegBoneRight - LegBoneTopLeft - LegBoneTopRight - WaterDamageInterval - WaterDamageAmount - FirstPerson - DropShadowSize - PassengerSlots - TowCableCollision - IgnorableCollision - IgnorableCollsion //HACK continue supporting old misspelling - WalkerWidth - SmashParkedFlyers - TimeRequiredToEject - EjectResistance - TimeTilReboard - AttackAnimation - AttackControls - AttackPosition - AttackTime - AttackRadius - AttackDamage - AttackPush - AIUseHoverPhysics - CommandWalker - Hologram - Color - HoloImageGeometry - HoloVisibleDistance - HoloHeight - HoloSize - HoloBeamInitialWidth - HoloBeamIntensity - HoloLightIntensity - HoloImageIntensity - HoloFlareIntensity - HoloLightRadius - HoloRotateRate - HoloPopRate - HoloFlickerRate - HoloFlickerAlphaMin - HoloFlickerAlphaMax - HoloFadeInTime - HoloTurnOnDistance - HoloType - MountedTurret - PassengerSlot - PassengerEyePoint - Light - Color - ConeLength - ConeWidth - ConeInitialWidth - ConeFadeFactor - ConeFadeLength - HaloRadius - HaloFadeFactor - HaloFadeLength - FlareIntensity - BeamIntensity - FlickerType - None - Strobe - StrobeRandom - StrobeFade - Pulse - Flicker - FlickerPeriod - FadePeriod - OmniRadius - SpotInnerConeAngle - SpotOuterConeAngle - DrawDistance - Static - ShadowCaster - SpecularCaster - Bidirectional - Name - Type - Spot - Omni - ProjectedTexture - FrameRate - Synchronize - EntitySound - EntitySoundStatic - EntitySoundStream - GrassPatch - MinSize - MaxSize - Alpha - NumParticles - MaxDistance - RadiusFadeMin - RadiusFadeMax - DarknessMin - DarknessMax - NumParts - YOffset - Texture - BoxSize - FlatHeight - FlatSizeMultiplier - FlatFaceFactor - FlatShadowHeight - FlatGrassSwing - FlatCount - SkinnyFactor - MaxSkew - TransparentType - LeafPatch - MaxDistance - Offset - BoxSize - MinSize - MaxSize - Alpha - NumParticles - MaxDistance - Radius - Height - ConeHeight - DarknessMin - DarknessMax - HeightScale - NumVisible - Texture - MaxFallingLeaves - MaxScatterBirds - Seed - NumParts - Vine - VineLength - VineSpread - WiggleSpeed - WiggleAmount - - RotatingModel - RotateNodeName - YawConstant - YawRandom - - RumbleEffect - MinLight - MaxLight - MinHeavy - MaxHeavy - MinHeavyDecay - MaxHeavyDecay - MinLightDecay - MaxLightDecay - MinDelayLight - MaxDelayLight - MinDelayHeavy - MaxDelayHeavy - MinTimeLeftHeavy - MaxTimeLeftHeavy - MinTimeLeftLight - MaxTimeLeftLight - MinInterval - MaxInterval - MinShakeAmt - MaxShakeAmt - MinShakeLen - MaxShakeLen - SoundName - VehicleSpawn - Team - CommandPost - SpawnCount - SpawnTime - ExpireTimeEnemy - ExpireTimeField - DecayTime - - - Trackable Entity Properties -IconTexture -HealthTexture -MapTexture -HUDModel -MapScale -MapSpeedMin -MapSpeedMax -MapViewMin - make sure the view cone's range is at least as far as the min map range -MapViewMax -MapTargetFadeRate -MapRangeOverall -MapRangeShooting -MapRangeViewCone -MapViewConeAngle -RemoveFromMapWhenDead - - - Vehicle Properties -EngineSound -TurnOnSound -TurnOffSound -TurningOffSound -WindUpSound -TakeoffSound -WindDownSound -LandSound -BoostSound -TurnOffTime -VehicleCollisionSound -Cockpit1stPersonSound -Cockpit3rdPersonSound -ProximityMinDist -ProximityMaxDist - Music - AllMusic - ImpMusic - RepMusic - CISMusic - MusicSpeed - MusicDelay - - - - - - - - - SkyObject Properties - skyfile? -Geometry -NumObjects -Height h, variance -VelocityX Vx, variance -VelocityY Vy, variance -VelocityZ Vz, variance -Acceleration xyz -Distance -InDirectionFactor -LifeTime - - Sky Stars - sky file? -NumStars -RandomSeed -BrightStarPercent -AlphaMin -ColorSaturation -TwinkleFactor -TwinkleFrequency -AngleMin -AngleFade -EnableBottom -Color rgba -StarTexture - - - Space Dust Effect Properties -Enable -SpawnDistance -MaxRandomSideOffset -CenterDeadZoneRadius -SpawnDelay -ReferenceSpeed -DustParticleSpeed -MinParticleScale -MaxParticleScale -SpeedParticleMinLength -SpeedParticleMaxLength -ParticleLengthMinSpeed -ParticleLengthMaxSpeed -Texture - - - Attached Effect Properties - add to any object to attach an effect -AttachOdf -AttachEffect -AttachToHardPoint -Emitter -AttachDynamic bool - - - - Godlight Properties -Radius -MinLifetime -MaxLifetime -MinAlpha -MaxAlpha -Color - - Godray Properties -Enable -MaxGodraysInWorld -MaxGodraysOnScreen -MaxViewDistance -FadeViewDistance -MaxLength -OffsetAngle -Texture -TextureScale -TextureVelocity -TextureJitterSpeed -MaxRaysPerGodray -MinRaysPerGodray -RadiusForMaxRays -Radius -MinLifetime -MaxLifetime -MinAlpha -MaxAlpha -Color -NumRays -SpreadRadius - - - Lightning Effect -Enable -Color -SunlightFadeFactor -SkyDomeDarkenFactor -BrightnessMin -FadeTime -TimeBetweenFlashesMinMax -TimeBetweenSubFlashesMinMax -NumSubFlashesMinMax -HorizonAngleMinMax -SoundCrack -SoundSubCrack - - Lightning Bolt Effect -Texture -Width -FadeTime -BreakDistance -TextureSize -SpreadFactor -MaxBranches -BranchFactor -BranchSpreadFactor -BranchLength -InterpolationSpeed -NumChildren -ChildBreakDistance -ChildTextureSize -ChildWidth -ChildSpreadFactor -Color -ChildColor - - - - - - - - OrbitalStrike // WeaponDestruct Class -AimAzimuth -AimElevation -AimDistance -SalvoCount -SalvoDelay -InitialSalvoDelay -ScatterDistance -StrikeOrdnance -StrikeOrdnanceName - - Explosion Properties -Damage -MaxDamage -HealthScale -ArmorScale -PersonScale -AnimalScale -DroidScale -VehicleScale -BuildingScale -ShieldScale -DamageRadiusInner -DamageRadiusOuter -DamageRadius -Shake -ShakeRadiusInner -ShakeRadiusOuter -ShakeRadius -ShakeLength -Push -PushRadiusInner -PushRadiusOuter -PushRadius -PushDeadOnly -HurtOwner -Effect -WaterEffect -ShieldEffect -Decal -SoundProperty -ChunkGeometryName -ChunkTerrainCollisions -ChunkTerrainEffect -ChunkTrailEffect -ChunkSmokeEffect -ChunkPhysics - FULL - LEAF - STATIC - SIMPLE -ChunkOmega float xyz -ChunkSpeed -ChunkGravity float xyz -NumChunks -ChunkStartDistance -ChunkInitialCollisionSound -ChunkScrapeCollisionSound -VisibleRadius -LightColor -LightRadius -LightDuration - - - - ShieldEffect Properties -Type f for faamba? -Texture -Color -SpecularColor -Radius -Height -ViewAngleFactor -TurnOnTime -TurnOffTime -ScrollRate - - - - - - -Ordnance -NextCharge -LifeSpan -DamageTransitionDelay -DamageTransitionPeriod -DamageFinalDamage -Explosion -ExplosionImpact -ExplosionName -ExplosionExpire -Damage -MaxDamage -HealthScale -ArmorScale -PersonScale -AnimalScale -DroidScale -VehicleScale -BuildingScale -ShieldScale -TrailEffect -ExplosionEffect -OrdnanceSound -CollisionSound -CollisionWaterSound -CollisionShieldSound -BonusAmplification -BonusColor - rgba - Ordnance Beam - BeamWidth - BeamTexture - BeamColor rgba - BeamGlowWidth - BeamGlowTexture - BeamGlowColor rgba - PassThrough - OrdnanceEffect - red_blaster_bolt - red_blaster_bolt_small - green_blaster_bolt - green_blaster_bolt_small - blue_blaster_bolt - blue_blaster_bolt_small - ImpactEffect - Ordnance Bullet - GeometryName - Velocity - OrdnanceEffect - ImpactEffectSoft - ImpactEffectRigid - ImpactEffectStatic - ImpactEffectTerrain - ImpactEffectWater - ImpactEffectShieldSmall - ImpactEffectShieldLarge - ImpactDecalTerrain - ImpactDecalStatic - LightOdf - LightColor rgba - LightRadius - EndLightColor rgba - FadeLightColor - Ordnance FatRay - RayRadius - MaxDamage - MinDamage - DamageDeduction - MaxPush - MinPush - PushDeduction - Ordnance GrapplingHook - SoldierAnimation - Ordnance Laser - LaserLength - GlowLength - BlurLength - LaserWidth - FadeOutTime - LaserTexture - LaserGlowColor - EndLaserGlowColor rgba - OrdnanceEffect - red_blaster_bolt - red_blaster_bolt_small - green_blaster_bolt - green_blaster_bolt_small - blue_blaster_bolt - blue_blaster_bolt_small - Ordnance Missile - ScaleTime - TurnRate - WaverRate - WaverTurn - LockedOnSound - MinSpeed - Acceleration - Ordnance Shell - Gravity - Ordnance Grenade - Rebound - Friction - CollisionFoliageSound - CollisionOtherSound - StartTimerOnContact - AlignVertical - ImpactEffectWater - - - Ordnance Sticky - CollisionWaterSound - CollisionFoliageSound - CollisionOtherSound - StartTimerOnContact - AlignVertical - StickAll - StickPerson - StickAnimal - StickDroid - StickVehicle - StickBuilding - StickBuildingDead - StickBuildingUnbuilt - StickTerrain - Ordnance Beacon - AimAzimuth - AimElevation - AimDistance - SalvoCount - SalvoDelay - ScatterDistance - Ordnance - OrdnanceName - Ordnance Haywire - DisableTime - Ordnance Towcable - InitialCableLength - CableLength - Ordnance Emitter - StunTime - Damage - Push - ConeLength - ConeAngle - MaxTargets - Effect - StunAnimation - LightningEffect - LightningEffectScale - NoTargetLightningEffectCount - NoTargetLightningEffectRandomSpread - MaxDamage - DamageThreshold - MaxJumpDistance - JumpDeduction - FirstRadius - NoChaining - Radius - BuffOffenseTimer - BuffOffenseMult - BuffDefenseTimer - BuffDefenseMult - BuffHealthTimer - BuffHealthRate - DebuffDamageTimer - DebuffDamageRate - PlayEffectOnOwner - PlayEffectOnOwnerAimer - Explosion - SmolderEffectTimer - SmolderVanishDeath - SmolderBone - SmolderEffect - SmolderDamageRate - AffectFriends - AffectEnemies - ApplyOnOwnerIfOnOthers - Ordnance Melee Throw - Velocity - ReturnDuration - RotationRate - DamageLength - DamageWidth - LightOdf - LightColor - LightRadius - OnSound - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/Other/000_Notes/Particle Editor and You.doc b/Other/000_Notes/Particle Editor and You.doc deleted file mode 100644 index ad030b8..0000000 Binary files a/Other/000_Notes/Particle Editor and You.doc and /dev/null differ diff --git a/Other/000_Notes/Settingup_Uber_Mode.TXT b/Other/000_Notes/Settingup_Uber_Mode.TXT deleted file mode 100644 index 6e24580..0000000 --- a/Other/000_Notes/Settingup_Uber_Mode.TXT +++ /dev/null @@ -1,71 +0,0 @@ -In data_***/Common/Scripts/*** <-- The *** is ones 3 letter map name. - -Usualy in the the files that have con c and g.... - -Right under : -conquest:Start() -Place: -SetUberMode(1); - -If SetUberMode is already there and is set to (0) or has nothing in it '()'. Set it to '(1)' - - - -Then you can increase the total number of units and increase the max units for each class. - -Example:: - -SetupTeams{ -all = { -team = ALL, -units = 200, --total # of units -reinforcements = 1000, -soldier = { "all_inf_rifleman",9,100}, --last # is max units for this class -assault = { "all_inf_rocketeer",1,10}, -engineer = { "all_inf_engineer",1,10}, -sniper = { "all_inf_sniper",1,10}, -officer = { "all_inf_officer",1,10}, -special = { "all_inf_wookiee",1,10}, - -}, -imp = { -team = IMP, -units = 200, -reinforcements = 1000, -soldier = { "imp_inf_rifleman",9,100}, -assault = { "imp_inf_rocketeer",1,10}, -engineer = { "imp_inf_engineer",1,10}, -sniper = { "imp_inf_sniper",1,10}, -officer = { "dtr_inf_magnaguard",1,10}, -special = { "imp_inf_dark_trooper",1,10}, -}, -} - - -Example 2:: - -SetupTeams{ -rep = { -team = REP, -units = 200, -reinforcements = 500, -soldier = { "rep_inf_ep3_rifleman",9, 100}, -assault = { "rep_inf_ep3_rocketeer",1, 10}, -engineer = { "rep_inf_ep3_engineer",1, 10}, -sniper = { "rep_inf_ep3_sniper",1, 10}, -officer = {"rep_inf_ep3_officer",1, 10}, -special = { "rep_inf_ep3_jettrooper",1, 10}, - -}, -cis = { -team = CIS, -units = 200, -reinforcements = 500, -soldier = { "cis_inf_rifleman",9, 100}, -assault = { "cis_inf_rocketeer",1, 10}, -engineer = { "cis_inf_engineer",1, 10}, -sniper = { "cis_inf_sniper",1, 10}, -officer = {"cis_inf_officer",1, 10}, -special = { "cis_inf_droideka",1, 10}, -} -} \ No newline at end of file diff --git a/Other/000_Notes/Vegati's Guide to Making a Decent Map in BF2.txt b/Other/000_Notes/Vegati's Guide to Making a Decent Map in BF2.txt deleted file mode 100644 index 30d1ed6..0000000 --- a/Other/000_Notes/Vegati's Guide to Making a Decent Map in BF2.txt +++ /dev/null @@ -1,81 +0,0 @@ -Okay to start off, try to be different. Before you make your map, -search around and make sure that either no one has done your idea or -it hasn't been done often. Okay and here are the two parts that almost -instantly tell you someone is a noob modder. Those annoying Yaving -textures and sky. Those are the map killers. (unless you're doing -Yavin) For Pete's sake, CHANGE THEM! Make them Hoth, Mustafar, or even -Endor, but PLEASE, do not use those textures they have been seen far -too many times in a map. Okay after you've changed the terrain and sky, -let's add some objects. Go to your assets folder in the main directory -of your BF2 Modtools folder and click on worlds. Click on a world that -has something to do with your map and copy the ODF and MSH files. Then -go to your mod maps directory (data_XXX) and paste the in YOUR world -directory. (Data_XXX\Worlds\XXX or Data_XXX\Worlds\XXX\world1) Okay, -now that you have some objects to work with, open up ZeroEditor in your - mod maps directory and load your map's .wld file. Load the layers that - you want to show up, click "build accurate collision geometry," and -click the load button. Now go to objects. Click on the browse button -and go to your mod maps world directory and open up the file named ODF. -Pick an object. (If it doesn't load the object and you can't see it, if - you click it will probably crash ZeroEditor.) Now that you've got some - objects out you change the textures or add cps or munge your map and -play on it. But before you do that I recommend you change the height a -little. (its another way to spot noob modders.) Make sure that you -don't make it too steep or you won't be able to get to it. (this can -also cause terrain glitches so be careful.) Make sure that your map -isn't TOO big or its going to be boring unless you have, like, one -thousand units which causes lag. You can also add more cps which is -documented in your BF2 Modtools folder. You could also create your own -heroes and such. (also documented) If your map is small make sure that -you either A. Don't make any vehicles or B. Don't make very many -vehicles. If you make too many at-sts and such, your map is going to -become a death trap. Another important thing, make sure that your AI -have planning so they don't wander around mindlessly trying to kill -people (they have to be a bit smarter to do that.) But the AI -automatically travel to a cp so it still works - kinda. If your -building a multi-leveled world your going to run into some issues with -AI planning. When you're done editing you can save your map and munge -it. Just go to your mod maps main directory, click the folder called -_Build, and doubleclick on the .exe called visualmunge. A screen will -pop up with several options on things to munge. Click the button -'Select All' then click munge. This will take a while (5-10 minutes -tops unless your computer is either really bad or its a HUGE file\map) -while your waiting you can maybe, start your homework the day before -its due, or maybe catch a basketball with your face (I've tried it, -doesn't work too well) When its almost done a log file will pop up and -tell you if anything went wrong. (If it doesn't pop up then nothing -went wrong) Shortly after that a screen will pop up something like this. - -There's magic in the air... - Go run BF2 - |---------| - | OK | - ----------- - -Click OK and your map will be complete. Go run Battlefront 2 and you -will see your map in the instant action list. Start it up. If it -crashes, here's an easy way to figure out what caused it. Go to your -BF2 Modtools directory and look for the .exe labeled Modtools. Copy it -and put it in your Gamedata folder. Click on the one in the Gamedata -folder and it will run what looks like the PSP version of the game. -There will be a green bar at the top. Now run your map and watch it -crash. In the Gamedata directory a file will be created called BFront2. - It will contain any errors inside of it. Wait for about a minute for -it to get all the crud written down and skim through it. If you -absolutely CANNOT find what went wrong post it here on Gametoast and -someone will help you with it. (eventually) Now just wait for a day or -two and look at the responses. If someone posted and told you why it -crashed then go and fix the issue. (Most maps I have made have not -crashed.) Once your dilemma seems to be over and you have addressed -the issue(s), run visualmung again and select the place where something - went wrong and munge it. When its finished munging run your game -again. If your level works, look for bugs (floating objects, -non-localized weapons, etc.) and glitches (walk through walls, fly for -all eternity, go through the ground.) Once your level is complete you -can make a readme explaining the map, it's contents, etc. Then you can -put it in a .zip or .rar file and post it on Filefront or ModDB. Then -watch the download count rise ever higher, all thanks to this great -tutorial/guide. P.S Remember to thank me in your readme or I will be -very upset. I mean seriously, I spend an HOUR of MY time to help YOU -make a good map. So you better remember the name Vegati, lest a -thousand Geonosians assault your living quarters. \ No newline at end of file diff --git a/Other/000_Notes/Vegatis_guide_to_making_a_decent_map_in_bf2/Vegati's Guide to Making a Decent Map in BF2.txt b/Other/000_Notes/Vegatis_guide_to_making_a_decent_map_in_bf2/Vegati's Guide to Making a Decent Map in BF2.txt deleted file mode 100644 index 30d1ed6..0000000 --- a/Other/000_Notes/Vegatis_guide_to_making_a_decent_map_in_bf2/Vegati's Guide to Making a Decent Map in BF2.txt +++ /dev/null @@ -1,81 +0,0 @@ -Okay to start off, try to be different. Before you make your map, -search around and make sure that either no one has done your idea or -it hasn't been done often. Okay and here are the two parts that almost -instantly tell you someone is a noob modder. Those annoying Yaving -textures and sky. Those are the map killers. (unless you're doing -Yavin) For Pete's sake, CHANGE THEM! Make them Hoth, Mustafar, or even -Endor, but PLEASE, do not use those textures they have been seen far -too many times in a map. Okay after you've changed the terrain and sky, -let's add some objects. Go to your assets folder in the main directory -of your BF2 Modtools folder and click on worlds. Click on a world that -has something to do with your map and copy the ODF and MSH files. Then -go to your mod maps directory (data_XXX) and paste the in YOUR world -directory. (Data_XXX\Worlds\XXX or Data_XXX\Worlds\XXX\world1) Okay, -now that you have some objects to work with, open up ZeroEditor in your - mod maps directory and load your map's .wld file. Load the layers that - you want to show up, click "build accurate collision geometry," and -click the load button. Now go to objects. Click on the browse button -and go to your mod maps world directory and open up the file named ODF. -Pick an object. (If it doesn't load the object and you can't see it, if - you click it will probably crash ZeroEditor.) Now that you've got some - objects out you change the textures or add cps or munge your map and -play on it. But before you do that I recommend you change the height a -little. (its another way to spot noob modders.) Make sure that you -don't make it too steep or you won't be able to get to it. (this can -also cause terrain glitches so be careful.) Make sure that your map -isn't TOO big or its going to be boring unless you have, like, one -thousand units which causes lag. You can also add more cps which is -documented in your BF2 Modtools folder. You could also create your own -heroes and such. (also documented) If your map is small make sure that -you either A. Don't make any vehicles or B. Don't make very many -vehicles. If you make too many at-sts and such, your map is going to -become a death trap. Another important thing, make sure that your AI -have planning so they don't wander around mindlessly trying to kill -people (they have to be a bit smarter to do that.) But the AI -automatically travel to a cp so it still works - kinda. If your -building a multi-leveled world your going to run into some issues with -AI planning. When you're done editing you can save your map and munge -it. Just go to your mod maps main directory, click the folder called -_Build, and doubleclick on the .exe called visualmunge. A screen will -pop up with several options on things to munge. Click the button -'Select All' then click munge. This will take a while (5-10 minutes -tops unless your computer is either really bad or its a HUGE file\map) -while your waiting you can maybe, start your homework the day before -its due, or maybe catch a basketball with your face (I've tried it, -doesn't work too well) When its almost done a log file will pop up and -tell you if anything went wrong. (If it doesn't pop up then nothing -went wrong) Shortly after that a screen will pop up something like this. - -There's magic in the air... - Go run BF2 - |---------| - | OK | - ----------- - -Click OK and your map will be complete. Go run Battlefront 2 and you -will see your map in the instant action list. Start it up. If it -crashes, here's an easy way to figure out what caused it. Go to your -BF2 Modtools directory and look for the .exe labeled Modtools. Copy it -and put it in your Gamedata folder. Click on the one in the Gamedata -folder and it will run what looks like the PSP version of the game. -There will be a green bar at the top. Now run your map and watch it -crash. In the Gamedata directory a file will be created called BFront2. - It will contain any errors inside of it. Wait for about a minute for -it to get all the crud written down and skim through it. If you -absolutely CANNOT find what went wrong post it here on Gametoast and -someone will help you with it. (eventually) Now just wait for a day or -two and look at the responses. If someone posted and told you why it -crashed then go and fix the issue. (Most maps I have made have not -crashed.) Once your dilemma seems to be over and you have addressed -the issue(s), run visualmung again and select the place where something - went wrong and munge it. When its finished munging run your game -again. If your level works, look for bugs (floating objects, -non-localized weapons, etc.) and glitches (walk through walls, fly for -all eternity, go through the ground.) Once your level is complete you -can make a readme explaining the map, it's contents, etc. Then you can -put it in a .zip or .rar file and post it on Filefront or ModDB. Then -watch the download count rise ever higher, all thanks to this great -tutorial/guide. P.S Remember to thank me in your readme or I will be -very upset. I mean seriously, I spend an HOUR of MY time to help YOU -make a good map. So you better remember the name Vegati, lest a -thousand Geonosians assault your living quarters. \ No newline at end of file diff --git a/Other/000_Notes/fierfeks_bf2_mapping_and_modding_tutorial.doc b/Other/000_Notes/fierfeks_bf2_mapping_and_modding_tutorial.doc deleted file mode 100644 index 5194df0..0000000 Binary files a/Other/000_Notes/fierfeks_bf2_mapping_and_modding_tutorial.doc and /dev/null differ diff --git a/Other/000_Notes/fierfeks_mapmaking_guide.doc b/Other/000_Notes/fierfeks_mapmaking_guide.doc deleted file mode 100644 index 16221f3..0000000 Binary files a/Other/000_Notes/fierfeks_mapmaking_guide.doc and /dev/null differ diff --git a/Other/000_Notes/fierfeks_mapping_and_modding_tutorial.doc b/Other/000_Notes/fierfeks_mapping_and_modding_tutorial.doc deleted file mode 100644 index 9785dad..0000000 Binary files a/Other/000_Notes/fierfeks_mapping_and_modding_tutorial.doc and /dev/null differ diff --git a/Other/000_Notes/fierfeks_star_wars_battlefront_ii_mapmaking_guide.doc b/Other/000_Notes/fierfeks_star_wars_battlefront_ii_mapmaking_guide.doc deleted file mode 100644 index a937377..0000000 Binary files a/Other/000_Notes/fierfeks_star_wars_battlefront_ii_mapmaking_guide.doc and /dev/null differ diff --git a/Other/000_Notes/fierfeks_star_wars_battlefront_ii_mapmaking_tutorial.doc b/Other/000_Notes/fierfeks_star_wars_battlefront_ii_mapmaking_tutorial.doc deleted file mode 100644 index fdc7a8d..0000000 Binary files a/Other/000_Notes/fierfeks_star_wars_battlefront_ii_mapmaking_tutorial.doc and /dev/null differ diff --git a/Other/000_Notes/fierfeks_star_wars_battlefront_ii_modding_tutorial_3.5.doc b/Other/000_Notes/fierfeks_star_wars_battlefront_ii_modding_tutorial_3.5.doc deleted file mode 100644 index def63b4..0000000 Binary files a/Other/000_Notes/fierfeks_star_wars_battlefront_ii_modding_tutorial_3.5.doc and /dev/null differ diff --git a/Other/000_Notes/how_to_make_first_maps.doc b/Other/000_Notes/how_to_make_first_maps.doc deleted file mode 100644 index be864b4..0000000 Binary files a/Other/000_Notes/how_to_make_first_maps.doc and /dev/null differ diff --git a/Other/NOTE.txt.TXT b/Other/NOTE.txt.TXT deleted file mode 100644 index ed546c1..0000000 --- a/Other/NOTE.txt.TXT +++ /dev/null @@ -1 +0,0 @@ -Assets Here Are NOT Made By Me! they are made by the modding comunity. \ No newline at end of file diff --git a/Other/Spaceships_1.0_Final/Cis-Assaultship.obg b/Other/Spaceships_1.0_Final/Cis-Assaultship.obg deleted file mode 100644 index 012f66f..0000000 --- a/Other/Spaceships_1.0_Final/Cis-Assaultship.obg +++ /dev/null @@ -1,656 +0,0 @@ - -Object("cis_turr_2", "cis_bldg_boxturret") -{ - ChildRotation(1.000000, 0.000000, 0.000000, 0.000000); - ChildPosition(-5.493225, 29.078033, 632.323486); - Team(2); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("CIS_Gun6", "tur_bldg_spa_cis_chaingun") -{ - ChildRotation(0.710000, 0.000000, 0.704000, 0.000000); - ChildPosition(-5.628174, 30.231018, 609.562500); - Team(0); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("cis_ship_1", "cis_fly_fedcruiser") -{ - ChildRotation(0.000000, 0.000000, -1.000000, 0.000000); - ChildPosition(-6.221191, -88.839981, 163.826477); - Team(0); - NetworkId(-1); - GeometryFile("cis_fly_fedcruiser"); -} - -Object("cis_turr_3", "cis_bldg_boxturret") -{ - ChildRotation(1.000000, 0.000000, 0.000000, 0.000000); - ChildPosition(-6.493225, 33.308014, 491.323486); - Team(2); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("CIS_Gun5", "tur_bldg_spa_cis_chaingun") -{ - ChildRotation(0.714000, 0.000000, 0.700000, 0.000000); - ChildPosition(34.440796, 31.834015, 394.945496); - Team(0); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("CIS_Gun4", "tur_bldg_spa_cis_recoilless") -{ - ChildRotation(0.713000, 0.000000, 0.701000, 0.000000); - ChildPosition(30.975769, 28.880035, 224.905487); - Team(0); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("cis_ship_3", "cis_fly_fedcruiser3") -{ - ChildRotation(0.000000, 0.000000, -1.000000, 0.000000); - ChildPosition(-6.239197, -88.830978, 164.103485); - Team(0); - NetworkId(-1); - GeometryFile("cis_fly_fedcruiser3"); -} - -Object("cis-comms", "spa2_prop_antenna_destruct") -{ - ChildRotation(0.001000, 0.000000, -1.000000, 0.000000); - ChildPosition(-6.318176, 30.070007, 327.608459); - Team(2); - NetworkId(-1); - GeometryFile("spa2_prop_antenna_destruct"); -} - -Object("cis_ship_2", "cis_fly_fedcruiser2") -{ - ChildRotation(0.000000, 0.000000, -1.000000, 0.000000); - ChildPosition(-6.222229, -88.834976, 163.973480); - Team(0); - NetworkId(-1); - GeometryFile("cis_fly_fedcruiser2"); -} - -Object("cis-bridge", "cis_fedcruiser_destruct4") -{ - ChildRotation(0.001000, 0.000000, -1.000000, 0.000000); - ChildPosition(-6.318176, 67.265015, 78.686478); - Team(2); - NetworkId(-1); - GeometryFile("cis_fedcruiser_destruct4"); -} - -Object("cis_turr_6", "cis_bldg_boxturret") -{ - ChildRotation(1.000000, 0.000000, 0.000000, 0.000000); - ChildPosition(-8.493225, 84.075012, -1.676514); - Team(2); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("CIS_Gun3", "tur_bldg_spa_cis_recoilless") -{ - ChildRotation(0.712000, 0.000000, 0.702000, 0.000000); - ChildPosition(27.466797, 83.748016, -8.794525); - Team(0); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("cis_turr_5", "cis_bldg_boxturret") -{ - ChildRotation(1.000000, 0.000000, 0.000000, 0.000000); - ChildPosition(-8.493225, 84.061035, -78.676514); - Team(2); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("cis_turr_4", "cis_bldg_boxturret") -{ - ChildRotation(1.000000, 0.000000, 0.000000, 0.000000); - ChildPosition(-8.493225, 84.063019, -168.676529); - Team(2); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("cis_ship_4", "cis_fly_fedcruiser4") -{ - ChildRotation(0.000000, 0.000000, -1.000000, 0.000000); - ChildPosition(-6.221191, -88.800980, 164.255478); - Team(0); - NetworkId(-1); - GeometryFile("cis_fly_fedcruiser4"); -} - -Object("CIS_Gun2", "tur_bldg_spa_cis_recoilless") -{ - ChildRotation(0.713000, 0.000000, 0.701000, 0.000000); - ChildPosition(-6.517212, 83.450012, -199.231522); - Team(0); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("CIS_Gun1", "tur_bldg_spa_cis_chaingun") -{ - ChildRotation(1.000000, 0.000000, 0.000000, 0.000000); - ChildPosition(-6.895203, 280.752045, -364.006531); - Team(0); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("cis_turr_1", "cis_bldg_boxturret") -{ - ChildRotation(0.000000, 0.000000, -1.000000, 0.000000); - ChildPosition(-6.507202, 280.501007, -416.498535); - Team(2); - NetworkId(-1); - GeometryFile("cis_bldg_boxturret"); -} - -Object("cis-sensors", "cis_fedcruiser_destruct_sensorrly") -{ - ChildRotation(0.706000, -0.709000, 0.000000, 0.000000); 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- VO_Imp_AllInDispute(""); - VO_Imp_AllSaved(""); - VO_Imp_AllInfo(""); - VO_Imp_ImpCapture("imp_off_com_report_captured_commandpost"); - VO_Imp_ImpLost("imp_off_com_report_lost_commandpost"); - VO_Imp_ImpInDispute(""); - VO_Imp_ImpSaved(""); - VO_Imp_ImpInfo(""); - VO_Rep_RepCapture("rep_off_com_report_captured_commandpost"); - VO_Rep_RepLost("rep_off_com_report_lost_commandpost"); - VO_Rep_RepInDispute(""); - VO_Rep_RepSaved(""); - VO_Rep_RepInfo(""); - VO_Rep_CISCapture("rep_off_com_report_enemyCaptured_commandpost"); - VO_Rep_CISLost(""); - VO_Rep_CISInDispute(""); - VO_Rep_CISSaved(""); - VO_Rep_CISInfo(""); - VO_CIS_RepCapture("cis_off_com_report_enemyCaptured_commandpost"); - VO_CIS_RepLost(""); - VO_CIS_RepInDispute(""); - VO_CIS_RepSaved(""); - VO_CIS_RepInfo(""); - VO_CIS_CISCapture("cis_off_com_report_captured_commandpost"); - VO_CIS_CISLost("cis_off_com_report_lost_commandpost"); - VO_CIS_CISInDispute(""); - VO_CIS_CISSaved(""); - VO_CIS_CISInfo(""); - SoldierBan(""); - HoverBan(""); - SmallBan(""); - MediumBan(""); - HugeBan(""); - FlyerBan(""); - AISpawnWeight(""); - HUDIndex(""); - HUDIndexDisplay("0"); -} - -Object("cis_fedcruiser_door51", "cis_fedcruiser_door1") -{ - ChildRotation(0.784000, 0.000000, 0.621000, 0.000000); - ChildPosition(-12.953674, -19.884552, 41.861259); - Team(0); - NetworkId(-1); - GeometryFile("cis_fedcruiser_door1"); -} - -Object("cis_fedcruiser_door52", "cis_fedcruiser_door1") -{ - ChildRotation(0.782000, 0.000000, 0.624000, 0.000000); - ChildPosition(-17.771667, -19.877548, 62.928261); - Team(0); - NetworkId(-1); - GeometryFile("cis_fedcruiser_door1"); -} - -Object("rep_turrchair5", "spa_veh_turret_chair") -{ - ChildRotation(0.995000, 0.000000, -0.099000, 0.000000); - ChildPosition(9.567322, -20.081558, 49.053261); - Team(0); - NetworkId(-1); - GeometryFile("shared_turret_chair"); - RemoteGameObject("REP_gun05"); - NextLinkedTerminal("rep_turrchair6"); - PrevLinkedTerminal("rep_turrchair4"); -} - -Object("rep_turrchair1", "spa_veh_turret_chair") -{ - ChildRotation(0.915000, 0.000000, 0.403000, 0.000000); - ChildPosition(0.862335, -20.081558, 52.638252); - Team(0); - NetworkId(-1); - GeometryFile("shared_turret_chair"); - RemoteGameObject("REP_gun01"); - NextLinkedTerminal("rep_turrchair2"); - PrevLinkedTerminal("rep_turrchair6"); -} - -Object("rep_turrchair3", "spa_veh_turret_chair") -{ - ChildRotation(0.554000, 0.000000, 0.833000, 0.000000); - ChildPosition(-1.276672, -20.081558, 61.780251); - Team(0); - NetworkId(-1); - GeometryFile("shared_turret_chair"); - RemoteGameObject("REP_gun03"); - NextLinkedTerminal("rep_turrchair4"); - PrevLinkedTerminal("rep_turrchair2"); -} - -Object("rep_turrchair6", "spa_veh_turret_chair") -{ - ChildRotation(-0.115000, 0.000000, -0.993000, 0.000000); - ChildPosition(5.419342, -20.140549, 67.907265); - Team(0); - NetworkId(-1); - GeometryFile("shared_turret_chair"); - RemoteGameObject("REP_gun06"); - NextLinkedTerminal("rep_turrchair1"); - PrevLinkedTerminal("rep_turrchair5"); -} - -Object("rep_turrchair4", "spa_veh_turret_chair") -{ - ChildRotation(0.353000, 0.000000, -0.936000, 0.000000); - ChildPosition(14.185333, -20.081558, 66.029259); - Team(0); - NetworkId(-1); - GeometryFile("shared_turret_chair"); - RemoteGameObject("REP_gun04"); - NextLinkedTerminal("rep_turrchair5"); - PrevLinkedTerminal("rep_turrchair3"); -} - -Object("rep_turrchair2", "spa_veh_turret_chair") -{ - ChildRotation(0.827000, 0.000000, -0.562000, 0.000000); - ChildPosition(16.624329, -20.081558, 55.397255); - Team(0); - NetworkId(-1); - GeometryFile("shared_turret_chair"); - RemoteGameObject("REP_gun02"); - NextLinkedTerminal("rep_turrchair3"); - PrevLinkedTerminal("rep_turrchair1"); -} - -Object("Rep_eng_door", "cis_fedcruiser_door1") -{ - ChildRotation(0.994000, 0.000000, -0.110000, 0.000000); - ChildPosition(15.635345, -19.814560, 41.060257); - Team(0); - NetworkId(-1); - GeometryFile("cis_fedcruiser_door1"); -} - -Object("Rep_shi_door", "cis_fedcruiser_door1") -{ - ChildRotation(0.784000, 0.000000, 0.621000, 0.000000); - ChildPosition(24.779327, -19.820557, 62.095253); - Team(0); - NetworkId(-1); - GeometryFile("cis_fedcruiser_door1"); -} - -Object("Rep_lif_door", "cis_fedcruiser_door1") -{ - ChildRotation(0.994000, 0.000000, -0.112000, 0.000000); - ChildPosition(7.347321, -19.845551, 77.221260); - Team(0); - NetworkId(-1); - GeometryFile("cis_fedcruiser_door1"); -} - -Object("REP_roofgun1", "tur_bldg_chaingun_roof") -{ - ChildRotation(0.682000, 0.000000, -0.732000, 0.000000); - ChildPosition(20.009338, -16.488556, 49.244255); - Team(1); - NetworkId(-1); - GeometryFile("com_bldg_chaingun_roof"); -} - -Object("REP_roofgun2", "tur_bldg_chaingun_roof") -{ - ChildRotation(0.596000, 0.000000, -0.803000, 0.000000); - ChildPosition(15.025330, -16.529556, 72.907265); - Team(1); - NetworkId(-1); - GeometryFile("com_bldg_chaingun_roof"); -} - -Object("rep-defense", "spa_prop_liquidgen") -{ - ChildRotation(1.000000, 0.000000, 0.000000, 0.000000); - ChildPosition(7.359344, -19.671555, 58.275261); - Team(1); - NetworkId(-1); - GeometryFile("spa_prop_liquidgen"); -} - -Object("REP_roofgun3", "tur_bldg_chaingun_roof") -{ - ChildRotation(-0.102000, 0.000000, -0.995000, 0.000000); - ChildPosition(4.109344, -15.419556, 94.455254); - Team(1); - NetworkId(-1); - GeometryFile("com_bldg_chaingun_roof"); -} - -Object("rep-life-int", "spa_prop_console") -{ - ChildRotation(0.624000, 0.001000, -0.782000, 0.001000); - ChildPosition(2.800323, -20.087555, 57.025261); - Team(1); - NetworkId(-1); - GeometryFile("spa_prop_console"); -} - -Object("rep_server", "rep_assultship_commandroom_server") -{ - ChildRotation(0.624000, 0.001000, -0.782000, 0.001000); - ChildPosition(2.090332, -20.093552, 57.016258); - Team(0); - NetworkId(-1); - GeometryFile("rep_assultship_commandroom_server"); -} - -Object("rep_assultship_commandroom_SG1", "rep_assultship_commandroom_SG1") -{ - ChildRotation(0.624000, 0.001000, -0.782000, 0.001000); - ChildPosition(2.082336, -20.093552, 57.016258); - Team(0); - NetworkId(-1); - GeometryFile("rep_assultship_commandroom_SG1"); -} - -Object("cis_fedcruiser_commandroom_SG_prop0", "cis_fedcruiser_commandroom_SG_prop") -{ - ChildRotation(0.640000, 0.001000, -0.769000, 0.001000); - ChildPosition(37.518341, -27.982559, 64.994255); - Team(0); - NetworkId(-1); - GeometryFile("cis_fedcruiser_commandroom_SG_prop"); -} - -Object("rep-shield", "cis_fedcruiser_commandroom_SG_blender") -{ - ChildRotation(0.641000, 0.001000, -0.768000, 0.001000); - ChildPosition(37.518341, -21.863556, 64.994255); - Team(1); - NetworkId(-1); - GeometryFile("cis_fedcruiser_commandroom_SG_blender"); -} - -Object("rep-engines", "spa_prop_engine_tank") -{ - ChildRotation(0.629000, 0.001000, -0.778000, 0.001000); - ChildPosition(22.675323, -19.930557, 9.173256); - Team(1); - NetworkId(-1); - GeometryFile("spa_prop_engine_tank"); -} - -Object("rep_engine", "rep_assultship_commandroom_engine") -{ - ChildRotation(0.624000, 0.001000, -0.782000, 0.001000); - ChildPosition(2.092346, -20.093552, 57.016258); - Team(0); - NetworkId(-1); - GeometryFile("rep_assultship_commandroom_engine"); -} - -Object("REP_roofgun5", "tur_bldg_chaingun_roof") -{ - ChildRotation(0.982000, 0.000000, 0.189000, 0.000000); - ChildPosition(11.216339, -16.405548, 25.855255); - Team(1); - NetworkId(-1); - GeometryFile("com_bldg_chaingun_roof"); -} - -Object("REP_roofgun4", "tur_bldg_chaingun_roof") -{ - ChildRotation(0.942000, 0.000000, -0.335000, 0.000000); - ChildPosition(26.797333, -16.406555, 17.026260); - Team(1); - NetworkId(-1); - GeometryFile("com_bldg_chaingun_roof"); -} - -Object("rep_command", "rep_assultship_commandroom") -{ - ChildRotation(0.624000, 0.001000, -0.782000, 0.001000); - ChildPosition(2.090332, -20.093552, 57.016258); - Team(0); - NetworkId(-1); - GeometryFile("rep_assultship_commandroom"); -} - -Object("rep_assultship_hallway", "rep_assultship_hallway") -{ - ChildRotation(0.625000, 0.000000, -0.781000, 0.000000); - ChildPosition(-70.365662, -23.734558, 39.683258); - Team(0); - NetworkId(-1); - GeometryFile("rep_assultship_hallway"); -} diff --git a/Other/Terragen_Sky_Box_TGCs/skybox_cameras.tgc b/Other/Terragen_Sky_Box_TGCs/skybox_cameras.tgc deleted file mode 100644 index 44b8e80..0000000 --- a/Other/Terragen_Sky_Box_TGCs/skybox_cameras.tgc +++ /dev/null @@ -1,229 +0,0 @@ - - - - - - - - - - - - - - - - diff --git a/Other/Terragen_Sky_Box_TGCs/skybox_render.tgc b/Other/Terragen_Sky_Box_TGCs/skybox_render.tgc deleted file mode 100644 index e928bac..0000000 --- a/Other/Terragen_Sky_Box_TGCs/skybox_render.tgc +++ /dev/null @@ -1,200 +0,0 @@ - - - - - - - - - - - - - - - - diff --git a/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky.msh b/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky.msh deleted file mode 100644 index fd47e92..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky_rain.tga b/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky_rain.tga deleted file mode 100644 index 657f052..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky_rain.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky_rain.xcf b/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky_rain.xcf deleted file mode 100644 index 8ae5168..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Rainy_Sky/sky_rain.xcf and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/add_to_sky.sky b/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/add_to_sky.sky deleted file mode 100644 index 7433d03..0000000 --- a/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/add_to_sky.sky +++ /dev/null @@ -1,5 +0,0 @@ - DomeModel() - { - Geometry("sky_clouds_moving"); - rotationspeed(0.004, 0,1.0,0); - } \ No newline at end of file diff --git a/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/sky_clouds_move.tga b/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/sky_clouds_move.tga deleted file mode 100644 index 28c5e54..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/sky_clouds_move.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/sky_clouds_moving.msh b/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/sky_clouds_moving.msh deleted file mode 100644 index 991be47..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Sky_Clods_Moving/sky_clouds_moving.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/add_to_sky.sky b/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/add_to_sky.sky deleted file mode 100644 index df6873b..0000000 --- a/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/add_to_sky.sky +++ /dev/null @@ -1,4 +0,0 @@ - DomeModel() - { - Geometry("zamzar_sky_Death_Star"); - } diff --git a/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/sky_Death_Star.msh b/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/sky_Death_Star.msh deleted file mode 100644 index 8ea1b38..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/sky_Death_Star.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/sky_death_star_1.tga b/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/sky_death_star_1.tga deleted file mode 100644 index ac4fe23..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Sky_Death_Star/sky_death_star_1.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/add_to_sky.sky b/Sky_Dome_Parts/Sky_Dome/Stary_Sky/add_to_sky.sky deleted file mode 100644 index 8577e27..0000000 --- a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/add_to_sky.sky +++ /dev/null @@ -1,17 +0,0 @@ - exture("pol1_sky.tga"); - Angle(-90.000000); - Ambient(255.000000, 255.000000, 255.000000); - Softness(1); - SoftnessParam(60); - - - DomeModel() - { - Geometry("pol1_skydome"); - rotationspeed (0.001,0.0,1.0,0.0) - } - DomeModel() - { - Geometry("pol1_sky_roids"); - - } \ No newline at end of file diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/sky_roids.msh b/Sky_Dome_Parts/Sky_Dome/Stary_Sky/sky_roids.msh deleted file mode 100644 index dc438f5..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/sky_roids.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_dome.msh b/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_dome.msh deleted file mode 100644 index 51bb997..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_dome.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_sky.tga b/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_sky.tga deleted file mode 100644 index 2355117..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_sky.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_sky_roids.tga b/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_sky_roids.tga deleted file mode 100644 index a785f29..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Stary_Sky/star_sky_roids.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/add_to_sky.sky b/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/add_to_sky.sky deleted file mode 100644 index 30013d3..0000000 --- a/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/add_to_sky.sky +++ /dev/null @@ -1,6 +0,0 @@ - DomeModel() - { - Geometry("sky_Lense_Flare"); - Offset(0.0); - MovementScale(0.995); - } diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_Lense_Flare.msh b/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_Lense_Flare.msh deleted file mode 100644 index 7764185..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_Lense_Flare.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_lense_flare_.tga b/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_lense_flare_.tga deleted file mode 100644 index a10fb55..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_lense_flare_.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_lense_flare_.xcf b/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_lense_flare_.xcf deleted file mode 100644 index 0a6bc78..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome/Stary_Sky_Lenseflare/sky_lense_flare_.xcf and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/add_to_sky.sky b/Sky_Dome_Parts/Sky_Dome_Battle/add_to_sky.sky deleted file mode 100644 index 479a9ec..0000000 --- a/Sky_Dome_Parts/Sky_Dome_Battle/add_to_sky.sky +++ /dev/null @@ -1,79 +0,0 @@ -//Big rep flyer -SkyObject() -{ - Geometry("rep_fly_assault_DOME"); - NumObjects(2); - Height(200, 300); - VelocityZ(20, 50); - Distance(1500); - InDirectionFactor(2); -} - -//Big imp flyer -SkyObject() -{ - Geometry("imp_stardest_DOME"); - NumObjects(2); - Height(200, 300); - VelocityZ(20, 50); - Distance(1500); - InDirectionFactor(2); -} - -//Big reb flyer -SkyObject() -{ - Geometry("reb_mon_cal_DOME"); - NumObjects(2); - Height(200, 300); - VelocityZ(20, 50); - Distance(1500); - InDirectionFactor(2); -} - -//Mid reb flyer -SkyObject() -{ - Geometry("reb_medfrig_DOME"); - NumObjects(2); - Height(200, 300); - VelocityZ(20, 50); - Distance(1500); - InDirectionFactor(2); -} - -//Rep fighters -SkyObject() -{ - Geometry("rep_fly_gunship_DOME"); - NumObjects(20); - Height(80, 140); - VelocityZ(80, 120); - VelocityY(-10, 10); - Distance(600); - InDirectionFactor(0.5); -} - -//CIS fighters -SkyObject() -{ - Geometry("cis_fly_droidfighter_DOME"); - NumObjects(20); - Height(80, 140); - VelocityZ(80, 100); - VelocityY(-10, 10); - Distance(300); - InDirectionFactor(0.5); -} - -//CIS rockets -SkyObject() -{ - Geometry("cis_fly_techounion_DOME"); - NumObjects(8); - Height(0, 0); - VelocityY(10, 12); - Acceleration(0.0, 2.0, 0.0); - Distance(1000); - LifeTime(80.0); -} \ No newline at end of file diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_cap_fedcoreship_dome.tga b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_cap_fedcoreship_dome.tga deleted file mode 100644 index 3276ce7..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_cap_fedcoreship_dome.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_cap_fedcruiser_dome.tga b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_cap_fedcruiser_dome.tga deleted file mode 100644 index b5a5b9a..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_cap_fedcruiser_dome.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fed_core_DOME.msh b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fed_core_DOME.msh deleted file mode 100644 index c7c90e8..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fed_core_DOME.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fedcruiser_DOME.msh b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fedcruiser_DOME.msh deleted file mode 100644 index 9f906f2..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fedcruiser_DOME.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_droidfighter_DOME.msh b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_droidfighter_DOME.msh deleted file mode 100644 index 8d2df89..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_droidfighter_DOME.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_droidstarfighter_lowrez.tga b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_droidstarfighter_lowrez.tga deleted file mode 100644 index 7257c7d..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_droidstarfighter_lowrez.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_fedlander.tga b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_fedlander.tga deleted file mode 100644 index 6609aec..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_fedlander.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_fedlander_DOME.msh b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_fedlander_DOME.msh deleted file mode 100644 index 7c1c8d5..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_fedlander_DOME.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_technounion_lowrez.tga b/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_technounion_lowrez.tga deleted file mode 100644 index 2fe62f1..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/cis_fly_technounion_lowrez.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/imp_cap_stardestroyer_dome.tga b/Sky_Dome_Parts/Sky_Dome_Battle/msh/imp_cap_stardestroyer_dome.tga deleted file mode 100644 index e890472..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/imp_cap_stardestroyer_dome.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/imp_stardest_DOME.msh b/Sky_Dome_Parts/Sky_Dome_Battle/msh/imp_stardest_DOME.msh deleted file mode 100644 index c405ba9..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/imp_stardest_DOME.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_cap_moncal_dome.tga b/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_cap_moncal_dome.tga deleted file mode 100644 index af2f644..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_cap_moncal_dome.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_medfrig_DOME.msh b/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_medfrig_DOME.msh deleted file mode 100644 index e1ee60c..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_medfrig_DOME.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_moncal_DOME.msh b/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_moncal_DOME.msh deleted file mode 100644 index 2adedcc..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/reb_moncal_DOME.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Battle/msh/rebl_prop_medicalfrigate_dome.tga b/Sky_Dome_Parts/Sky_Dome_Battle/msh/rebl_prop_medicalfrigate_dome.tga deleted file mode 100644 index 614bd04..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Battle/msh/rebl_prop_medicalfrigate_dome.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Rims/add_to_sky.sky b/Sky_Dome_Parts/Sky_Dome_Rims/add_to_sky.sky deleted file mode 100644 index 53b2993..0000000 --- a/Sky_Dome_Parts/Sky_Dome_Rims/add_to_sky.sky +++ /dev/null @@ -1,6 +0,0 @@ - DomeModel() - { - Geometry("sky_dome_rim"); - Offset(0.0); - MovementScale(0.995); - } \ No newline at end of file diff --git a/Sky_Dome_Parts/Sky_Dome_Rims/gen_sky_horizin.tga b/Sky_Dome_Parts/Sky_Dome_Rims/gen_sky_horizin.tga deleted file mode 100644 index 6b12f40..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Rims/gen_sky_horizin.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Dome_Rims/sky_dome_rim.msh b/Sky_Dome_Parts/Sky_Dome_Rims/sky_dome_rim.msh deleted file mode 100644 index 9c866e2..0000000 Binary files a/Sky_Dome_Parts/Sky_Dome_Rims/sky_dome_rim.msh and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Explosions/add_to_sky.sky b/Sky_Dome_Parts/Sky_Explosions/add_to_sky.sky deleted file mode 100644 index de387e9..0000000 --- a/Sky_Dome_Parts/Sky_Explosions/add_to_sky.sky +++ /dev/null @@ -1,22 +0,0 @@ - DomeModel() - { - Geometry("sky_explosions"); - rotationspeed(0.003, 0,1.0,0); - Effect("spa_sfx_skydomeexplosions", "hp_sky_1", 1.0); - - - Effect("spa_sfx_skydomeexplosions", "hp_sky_4", 1.0); - Effect("spa_sfx_skydomeexplosions", "hp_sky_5", 1.0); - - Effect("spa_sfx_skydomeexplosions", "hp_sky_7", 1.0); - Effect("spa_sfx_skydomeexplosions", "hp_sky_8", 1.0); - Effect("spa_sfx_skydomeexplosions", "hp_sky_9", 1.0); - Effect("spa_sfx_skydomeexplosions", "hp_sky_10", 1.0); - Effect("spa_sfx_skydomeexplosions", "hp_sky_11", 1.0); - Effect("spa_sfx_skydomeexplosions", "hp_sky_12", 1.0); - - Effect("spa_sfx_skydomeexplosions", "hp_sky_14", 1.0); - Effect("spa_sfx_skydomeexplosions", "hp_sky_15", 1.0); - - - } \ No newline at end of file diff --git a/Sky_Dome_Parts/Sky_Explosions/effects/spa_sfx_skydome_animated_exp.tga b/Sky_Dome_Parts/Sky_Explosions/effects/spa_sfx_skydome_animated_exp.tga deleted file mode 100644 index 8b4b94e..0000000 Binary files a/Sky_Dome_Parts/Sky_Explosions/effects/spa_sfx_skydome_animated_exp.tga and /dev/null differ diff --git a/Sky_Dome_Parts/Sky_Explosions/effects/spa_sfx_skydomeexplosions.fx b/Sky_Dome_Parts/Sky_Explosions/effects/spa_sfx_skydomeexplosions.fx deleted file mode 100644 index ca1e150..0000000 --- a/Sky_Dome_Parts/Sky_Explosions/effects/spa_sfx_skydomeexplosions.fx +++ /dev/null @@ -1,145 +0,0 @@ -ParticleEmitter("Explosions") -{ - MaxParticles(-1.0000,-1.0000); - StartDelay(0.0000,0.0000); - BurstDelay(0.1000, 0.3000); - BurstCount(1.0000,2.0000); - MaxLodDist(2200.0000); - MinLodDist(2000.0000); - BoundingRadius(5.0); - SoundName("") - NoRegisterStep(); - Size(1.0000, 1.0000); - Hue(255.0000, 255.0000); - Saturation(255.0000, 255.0000); - Value(255.0000, 255.0000); - Alpha(255.0000, 255.0000); - Spawner() - { - Spread() - { - PositionX(-1.0000,1.0000); - PositionY(-1.0000,1.0000); - PositionZ(-1.0000,1.0000); - } - Offset() - { - PositionX(0.0000,0.0000); - PositionY(0.0000,0.0000); - PositionZ(0.0000,0.0000); - } - PositionScale(0.0000,2.0000); - VelocityScale(0.0000,0.0000); - InheritVelocityFactor(0.0000,0.0000); - Size(0, 0.0500, 0.4500); - Red(0, 255.0000, 255.0000); - Green(0, 255.0000, 255.0000); - Blue(0, 255.0000, 255.0000); - Alpha(0, 0.0000, 0.0000); - StartRotation(0, 0.0000, 360.0000); - RotationVelocity(0, 0.0000, 0.0000); - FadeInTime(0.0000); - } - Transformer() - { - LifeTime(0.7500); - Position() - { - LifeTime(0.8000) - } - Size(0) - { - LifeTime(0.7500) - Scale(2.0000); - } - Color(0) - { - LifeTime(0.0100) - Reach(255.0000,255.0000,255.0000,255.0000); - } - } - Geometry() - { - BlendMode("NORMAL"); - Type("ANIMATED"); - TimePerFrame(0.0500); - FrameSize(32.0000); - TotalFrames(16.0000); - Looping(0); - Texture("spa_sfx_skydome_animated_exp"); - } - ParticleEmitter("Lasers") - { - MaxParticles(-1.0000,-1.0000); - StartDelay(0.0000,0.0000); - BurstDelay(0.0750, 0.5750); - BurstCount(1.0000,1.0000); - MaxLodDist(50.0000); - MinLodDist(10.0000); - BoundingRadius(5.0); - SoundName("") - NoRegisterStep(); - Size(1.0000, 1.0000); - Red(255.0000, 255.0000); - Green(255.0000, 255.0000); - Blue(255.0000, 255.0000); - Alpha(255.0000, 255.0000); - Spawner() - { - Spread() - { - PositionX(-1.0000,1.0000); - PositionY(-1.0000,1.0000); - PositionZ(-1.0000,1.0000); - } - Offset() - { - PositionX(-2.0000,2.0000); - PositionY(-2.0000,2.0000); - PositionZ(-2.0000,2.0000); - } - PositionScale(0.0000,1.0000); - VelocityScale(3.0000,3.5000); - InheritVelocityFactor(0.0000,0.0000); - Size(0, 0.0250, 0.0250); - Red(0, 255.0000, 255.0000); - Green(0, 255.0000, 255.0000); - Blue(0, 255.0000, 255.0000); - Alpha(0, 0.0000, 0.0000); - StartRotation(0, 0.0000, 0.0000); - RotationVelocity(0, 0.0000, 0.0000); - FadeInTime(0.0000); - } - Transformer() - { - LifeTime(3.0000); - Position() - { - LifeTime(2.0000) - Scale(0.0000); - } - Size(0) - { - LifeTime(3.0000) - Scale(0.0000); - } - Color(0) - { - LifeTime(0.0100) - Move(0.0000,0.0000,0.0000,255.0000); - Next() - { - LifeTime(3.0000) - Reach(50.0000,50.0000,50.0000,0.0000); - } - } - } - Geometry() - { - BlendMode("ADDITIVE"); - Type("SPARK"); - SparkLength(0.0750); - Texture("com_sfx_laser_red"); - } - } -} diff --git a/Sky_Dome_Parts/Sky_Explosions/sky_explosions.msh b/Sky_Dome_Parts/Sky_Explosions/sky_explosions.msh deleted file mode 100644 index a5b93a0..0000000 Binary files a/Sky_Dome_Parts/Sky_Explosions/sky_explosions.msh and /dev/null differ diff --git a/Usable_Textures/Clouds/rainy_Clouds_3.png b/Usable_Textures/Clouds/rainy_Clouds_3.png deleted file mode 100644 index 6c93854..0000000 Binary files a/Usable_Textures/Clouds/rainy_Clouds_3.png and /dev/null differ diff --git a/Usable_Textures/Clouds/rainy_Clouds_4.png b/Usable_Textures/Clouds/rainy_Clouds_4.png deleted file mode 100644 index 5bde504..0000000 Binary files a/Usable_Textures/Clouds/rainy_Clouds_4.png and /dev/null differ diff --git a/Usable_Textures/Clouds/rainy_Clouds_Large.png b/Usable_Textures/Clouds/rainy_Clouds_Large.png deleted file mode 100644 index b27e944..0000000 Binary files a/Usable_Textures/Clouds/rainy_Clouds_Large.png and /dev/null differ diff --git a/Usable_Textures/Clouds/rainy_Clouds_Whispy.png b/Usable_Textures/Clouds/rainy_Clouds_Whispy.png deleted file mode 100644 index e9073f5..0000000 Binary files a/Usable_Textures/Clouds/rainy_Clouds_Whispy.png and /dev/null differ diff --git a/Usable_Textures/Clouds/rainy_Clouds_Whispy_Bluish.png b/Usable_Textures/Clouds/rainy_Clouds_Whispy_Bluish.png deleted file mode 100644 index 0bfc138..0000000 Binary files a/Usable_Textures/Clouds/rainy_Clouds_Whispy_Bluish.png and /dev/null differ diff --git a/Usable_Textures/Clouds/rainy_clouds.png b/Usable_Textures/Clouds/rainy_clouds.png deleted file mode 100644 index 6122867..0000000 Binary files a/Usable_Textures/Clouds/rainy_clouds.png and /dev/null differ diff --git a/Usable_Textures/Clouds/rainy_clouds_2.png b/Usable_Textures/Clouds/rainy_clouds_2.png deleted file mode 100644 index 1bdad22..0000000 Binary files a/Usable_Textures/Clouds/rainy_clouds_2.png and /dev/null differ