HeldDevice

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Revision as of 05:33, 3 June 2010

A HeldDevice is a held device that can be used to shield your actor.

The HeldDevice instance is set up in this fashion:

AddDevice = HeldDevice
	InstanceName = Riot Shield
	AddToGroup = Shields
	Mass = 5
	HitsMOs = 0
	GetsHitByMOs = 1
	SpriteFile = ContentFile
		FilePath = Base.rte/Devices/Shields/Riot.bmp
	FrameCount = 1
	SpriteOffset = Vector
		X = -5
		Y = -11
	EntryWound = AEmitter
		CopyOf = Dent Metal
	ExitWound = AEmitter
		CopyOf = Dent Metal
	GoldValue = 5
	AtomGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 0
	DeepGroup = AtomGroup
		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10
	DeepCheck = 1
	JointStrength = 150
	JointStiffness = 0.5
	JointOffset = Vector
		X = -2
		Y = 1
	DrawAfterParent = 1
	StanceOffset = Vector
		X = 5
		Y = 2
	SharpStanceOffset = Vector
		X = 7
		Y = -2
	SupportOffset = Vector
		X = -5
		Y = 4
	SharpLength = 50
	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8
	GibWoundLimit = 20

The Explanation

Now we will break it down variable by variable. (note offsets and gibs will not be covered)

AddDevice = HeldDevice // The instance call, defines the next text as parts of a HeldDevice.

	InstanceName = Riot Shield // The name used to refer to the instance later.

	AddToGroup = Shields // The group it will be under when you start a skirmish with no pre-placed brain.*

	Mass = 5 // The mass in kg for example; 0.01 would be 10g, 0.1 would be 100g and 1 would be 1kg.

	HitsMOs = 0 // Boolean value that determines if this particle can hit other particles.

	GetsHitByMOs = 1 // Boolean value that determines if this particle can be hit by other particles.

	SpriteFile = ContentFile
		FilePath = Base.rte/Devices/Shields/Riot.bmp // Tells The HeldDevice to use the sprite specified.

	FrameCount = 1 // How many frames to use.

	SpriteOffset = Vector
		X = -5
		Y = -11

	EntryWound = AEmitter
		CopyOf = Dent Metal // The emitter to use for where the bullet enters the weapon.

	ExitWound = AEmitter
		CopyOf = Dent Metal // The emitter to use for where the bullet exits the weapon.

	GoldValue = 5 // How much gold the weapon costs.

*If one handed weapons are placed in this group ("Shields") they can be dual wielded with another one handed weapon, as shields can be used with one handed weapons.
AtomGroups and DeepGroups.

	AtomGroup = AtomGroup //

		AutoGenerate = 1 //

		Material = Material // Defines the material that the round will be made up of.

			CopyOf = Military Stuff // Reference to the material you want the round to be made of.

		Resolution = 4 // 

		Depth = 0 //

	DeepGroup = AtomGroup //

		AutoGenerate = 1
		Material = Material
			CopyOf = Military Stuff
		Resolution = 4
		Depth = 10

	DeepCheck = 1 //
	JointStrength = 150 // How much force is required to be slung out of your grip.

	JointStiffness = 0.5 // How much force is required to move the joint

	JointOffset = Vector
		X = -2
		Y = 1

	DrawAfterParent = 1 // Boolean value that determines if it is drawn in front of the parent a.k.a hand (1) or not (0).

	StanceOffset = Vector
		X = 5
		Y = 2
	SharpStanceOffset = Vector
		X = 7
		Y = -2
	SupportOffset = Vector
		X = -5
		Y = 4

	SharpLength = 50 // Determines How far you can aim.

	AddGib = Gib
		GibParticle = MOPixel
			CopyOf = Spark Yellow 1
		Count = 3
		Spread = 2.25
		MaxVelocity = 20
		MinVelocity = 8

	GibWoundLimit = 20 // Amount of wounds required for the weapon to gib.
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