DebrisData¶
Stores properties for an individual debris type.
- Inherit:
- GameBaseData
Description¶
Stores properties for an individual debris type.
DebrisData defines the base properties for a Debris object. Typically you’ll want a Debris object to consist of a shape and possibly up to two particle emitters. The DebrisData datablock provides the definition for these items, along with physical properties and how a Debris object will react to other game objects, such as water and terrain.
Example:
datablock DebrisData(GrenadeDebris)
{
shapeFile = "art/shapes/weapons/ramrifle/debris.dts";
emitters[0] = GrenadeDebrisFireEmitter;
elasticity = 0.4;
friction = 0.25;
numBounces = 3;
bounceVariance = 1;
explodeOnMaxBounce = false;
staticOnMaxBounce = false;
snapOnMaxBounce = false;
minSpinSpeed = 200;
maxSpinSpeed = 600;
lifetime = 4;
lifetimeVariance = 1.5;
velocity = 15;
velocityVariance = 5;
fade = true;
useRadiusMass = true;
baseRadius = 0.3;
gravModifier = 1.0;
terminalVelocity = 20;
ignoreWater = false;
};
Fields¶
-
float
DebrisData::
baseRadius
¶ Radius at which the standard elasticity and friction apply. Only used when useRaduisMass is true.
-
int
DebrisData::
bounceVariance
¶ Allowed variance in the value of numBounces. Must be less than numBounces.
-
float
DebrisData::
elasticity
¶ A floating-point value specifying how ‘bouncy’ this object is. Must be in the range of -10 to 10.
-
ParticleEmitterData
DebrisData::
emitters
[2]¶ List of particle emitters to spawn along with this debris object. These are optional. You could have Debris made up of only a shape.
-
bool
DebrisData::
explodeOnMaxBounce
¶ If true, this debris object will explode after it has bounced max times. Be sure to provide an ExplosionData datablock for this to take effect.
-
ExplosionData
DebrisData::
Explosion
¶ ExplosionData to spawn along with this debris object. This is optional as not all Debris explode.
-
bool
DebrisData::
fade
¶ If true, this debris object will fade out when destroyed. This fade occurs over the last second of the Debris’ lifetime.
-
float
DebrisData::
friction
¶ A floating-point value specifying how much velocity is lost to impact and sliding friction. Must be in the range of -10 to 10.
-
float
DebrisData::
gravModifier
¶ How much gravity affects debris.
-
bool
DebrisData::
ignoreWater
¶ If true, this debris object will not collide with water, acting as if the water is not there.
-
float
DebrisData::
lifetime
¶ Amount of time until this debris object is destroyed. Must be in the range of 0 to 1000.
-
float
DebrisData::
lifetimeVariance
¶ Allowed variance in the value of lifetime. Must be less than lifetime.
-
float
DebrisData::
maxSpinSpeed
¶ Maximum speed that this debris object will rotate. Must be in the range of -10000 to 10000.
-
float
DebrisData::
minSpinSpeed
¶ Minimum speed that this debris object will rotate. Must be in the range of -10000 to 1000, and must be less than maxSpinSpeed.
-
int
DebrisData::
numBounces
¶ How many times to allow this debris object to bounce until it either explodes, becomes static or snaps (defined in explodeOnMaxBounce, staticOnMaxBounce, snapOnMaxBounce). Must be within the range of 0 to 10000.
-
filename
DebrisData::
shapeFile
¶ Object model to use for this debris object. This shape is optional. You could have Debris made up of only particles.
-
bool
DebrisData::
snapOnMaxBounce
¶ If true, this debris object will snap into a resting position on the last bounce.
-
bool
DebrisData::
staticOnMaxBounce
¶ If true, this debris object becomes static after it has bounced max times.
-
float
DebrisData::
terminalVelocity
¶ Max velocity magnitude.
-
string
DebrisData::
texture
¶ Texture imagemap to use for this debris object. Not used any more.
-
bool
DebrisData::
useRadiusMass
¶ Use mass calculations based on radius. Allows for the adjustment of elasticity and friction based on the Debris size.
-
float
DebrisData::
velocity
¶ Speed at which this debris object will move.
-
float
DebrisData::
velocityVariance
¶ Allowed variance in the value of velocity. Must be less than velocity.