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Old 01-23-2003, 05:20 PM   #15 (permalink)
Phoib
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Join Date: Dec 2002
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Default Locomoter.ini

This ini will work miracles. You want a Tank? Look here. You want a Titan-style mech? Look here. You want a Mammoth MkII style Mech? Look here.
DZ has done more, ask him

Three examples, BasicHumanLocomoter, SCUDStormMissileLocomoter and HumveeLocomoter
Quote:
Locomotor BasicHumanLocomotor
Surfaces = GROUND RUBBLE
Speed = 20 ;30 ; in dist/sec
SpeedDamaged = 10 ;30 ; in dist/sec
TurnRate = 500 ; in degrees/sec
TurnRateDamaged = 500 ; in degrees/sec
Acceleration = 100 ; in dist/(sec^2)
AccelerationDamaged = 50 ; in dist/(sec^2)
Braking = 100 ; in dist/(sec^2)
MinTurnSpeed = 0 ; in dist/sec
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = TWO_LEGS
StickToGround = Yes ; walking guys aren't allowed to catch huge (or even small) air.
GroupMovementPriority = MOVES_FRONT; Moves in the front of a group, behind small arms, ahead of artillery
End

Locomotor SCUDStormMissileLocomotor
Surfaces = AIR
Speed = 300 ; in dist/sec
SpeedDamaged = 200 ; in dist/sec
MinSpeed = 100 ; in dist/sec. (THRUST items must have nonzero minspeeds!)
Acceleration = 675 ; in dist/(sec^2)
Braking = 0 ; in dist/(sec^2)
TurnRate = 540 ; in degrees/sec
MaxThrustAngle = 45 ; in degrees (NOT degrees/sec)
AllowAirborneMotiveForce = Yes
Appearance = THRUST
PreferredHeight = 240
;Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.
PreferredHeightDamping = 0.7 ; so that we gradually adjust our height
ThrustRoll = 0.06
ThrustWobbleRate = 0.008
ThrustMinWobble = -0.040
ThrustMaxWobble = 0.040
CloseEnoughDist3D = Yes ; This allows the missile to fly over the target and come back
End

Locomotor HumveeLocomotor
Surfaces = GROUND
Speed = 60 ; in dist/sec
SpeedDamaged = 30 ; in dist/sec
TurnRate = 180 ;120 ; in degrees/sec
TurnRateDamaged = 180 ;120 ; in degrees/sec
Acceleration = 1000 ;60 ; in dist/(sec^2)
AccelerationDamaged = 1000 ;60 ; in dist/(sec^2)
Braking = 1000 ;60 ; in dist/(sec^2)
MinTurnSpeed = 20 ; in dist/sec
TurnPivotOffset = -0.33 ; where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
ZAxisBehavior = NO_Z_MOTIVE_FORCE
Appearance = FOUR_WHEELS
StickToGround = No

AccelerationPitchLimit = 0 ; Angle limit how far chassis will lift or roll from acceleration.
BounceAmount = 0 ; simulates hitting random rocks. 0==smooth pavement, 200 = bumpy.
PitchStiffness = 0.35 ; stiffness of the "springs" in the suspension forward & back.
RollStiffness = 0.05 ; stiffness of the "springs" in the suspension side to side.
PitchDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.
RollDamping = 0.96 ; How fast it damps. 0=perfect spring, bounces forever. 1=glued to terrain.

ForwardAccelerationPitchFactor = 0.00 ; How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor = 0.10 ; How much cornering will cause the chassis to roll.

HasSuspension = Yes ; Calculate 4 wheel independent suspension info.
CanMoveBackwards = Yes ; Can move backwards.
MaximumWheelExtension = -1.0 ; Maximum distance the wheels will drop on the model.
MaximumWheelCompression = 0.5 ; Maximum distance the wheel will move up into the chassis.
FrontWheelTurnAngle = 22 ; How many degrees the front wheels can turn.

End
Locomotor States that this is the start of a Locomotor. Follows by name.
Surfaces Which surface type? Types are GROUND RUBBLE CLIFF AIR WATER
Speed How fast does it goes in dist/sec?
SpeedDamaged When damaged, how fast does it go in dist/sec?
MinSpeed What is my minimal speed? Must be nonzero for THRUST objects.
TurnRate How many degrees per sec can I turn?
TurnRateDamaged When damaged, how many degrees per second can I turn?
Acceleration How fast can I accelerate in dist/(sec^2)?
AccelerationDamaged When damaged, how fast can I accelerate in dist/(sec^2)?
Lift What's the acceleration when going up in dist/(sec^2)
LiftDamaged What's the acceleration when going up when I'm damaged? in dist/(sec^2)
MaxThrustAngle Whats the maximal angle I still have thrust. in degrees
AllowAirborneMotiveForce Can I move in the air? Default is no.
[b]Braking[b] How fast can I slow down, in dist/(sec^2)?
MinTurnSpeed How slow can I minimally turn in dist/sec, when driving around a corner? (Tanks don't use this, cars do).
ZAxisBehavior How do I behave going up or down?
NO_Z_MOTIVE_FORCE is the default for vehicles and infantry. Boats and planes use SURFACE_RELATIVE_HEIGHT. The Arrow (??) uses FIXED_RELATIVE_TO_GROUND_AND_BUILDINGS. The Waterwave
uses ABSOLUTE_HEIGHT.
Appearance How do I appear? TWO_LEGS is used by humans. Collonel Burton uses CLIMBER when climbing. Use FOUR_WHEELS for vehicles with 4 wheels, TREADS for tanks, THRUST for missiles, HOVER for hovercrafts/Helicopters and WINGS for aircraft.
StickToGround Can I get airborne?
GroupMovementPriority When moving in a group, where do I move? Small arms are MOVES_FRONT, support like RPG is MOVES_MIDDLE and Artillery or commando's is MOVES_BACK.
DownhillOnly For avalance only.

WanderWidthFactor How far does TWO_LEGS object wander side to side.
WanderLengthFactor How a TWO_LEGS object goes forward before it crosses back to the other side.
WanderAboutPointRadius When a TWO_LEGS object is wandering around a point, how far does it wander from the point (in 'feet' distance).

TurnPivotOffset Where to pivot when turning (-1.0 = rear, 0.0 = center, 1.0 = front)
AccelerationPitchLimit Angle limit how far chassis will lift or roll from acceleration.
BounceAmount Simulates hitting random rocks. 0 = smooth pavement, 200 = bumpy.
PitchStiffness Stiffness of the springs in the suspension forwards and backwards.
RollStiffness Stiffness of the springs in the suspension side to side.
PitchDamping How fast it damps forwards and backwards. 0=perfect spring, bounces forever. 1 = Can't get off.
RollDamping How fast it damps side to side. 0=perfect spring, bounces forever. 1 = glued to terrain.
ForwardAccelerationPitchFactor How much acceleration will cause the front to lift, or dip for stops.
LateralAccelerationRollFactor How much cornering will cause the chassis to roll.
HasSuspension Calculate 4 wheel independent suspension info.
CanMoveBackwards Can move backwards.
MaximumWheelExtension Maximum distance the wheels will drop on the model.
MaximumWheelCompression Maximum distance the wheel will move up into the chassis.
[b]FrontWheelTurnAngle How many degrees the front wheels can turn.

PreferredHeight At which height do I like to fly? (Note, PreferredHeight and DistanceToTargetBeforeDiving work in tandem for missiles.)
PreferredHeightDamping How much can our PreferredHeight adjust itself? 0 = none, 1 = absolute. (Might cause the missile to crash in the ground)
ThrustRoll How much do I turn around my Z-axis when I'm experiencing Thrust? 0 = none, 1 is circling like mad.
ThrustWobbleRate How much does the object wobble when experiencing thrust? 0 = none, 1 = like crazy.
ThrustMinWobble What's my minimal wobble change when experiencing thrust? Should be negative.
ThrustMaxWobble What is my maximal wobble change when experiencing thrust? Should be positive.
CloseEnoughDist3D This allows the missile to fly over the target and come back.
CloseEnoughDist At which distance am I considered close enough?

Apply2DFrictionWhenAirborne Does the object experience extra resistance when airborne? Default is no.
AirborneTargetingHeight When object is airborne, at what height should it be targeted?
LocomotorWorksWhenDead When I'm kaput, does the locomotor still apply to me? Default is yes.

CirclingRadius The radius at which the WINGS object circles when is is trying to maintain position. Pos = clockwise, neg = ccw, 0 = calc smallest possible radius given our speed, turning, etc
PitchInDirectionOfZVelFactor How much to pitch according to WINGS object z-vel. 0=none, 1=lots. 0=default.
UniformAxialDamping How does my damping settings apply to my Z-axis? Avalanche only

End The locomoter data ends.
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