MapObj

Mesh()
Required
GodFile(string file)
Optional(none)
file: Name of the Graphical Object Definition for this map object.
Scale(float factor)
Optional(1), Range(0.0001, 1000.0)
factor: Amount to scale the mesh by.
ShadowRadius(float value)
Optional(use object's bounding sphere radius)
value: Radius of the shadow cast by this object. 0 for no shadow.
MrmFactor(float factor)
Optional(1), Range(0.001, 1.0)
factor: Scaling factor which determines how quickly objects mrm as they get further away. Smaller numbers mrm more quickly
Chunkify(bool flag)
Optional(FALSE)
flag: Should exploding chunks be generated for this object.
QuickLight(bool flag)
Optional(FALSE)
flag: Should this object use a single light value for the whole thing (as opposed to per vertex lighting).
MaxVertFactor(float factor)
Optional(1.0), Range(0.001, 1.0)
factor: The maximum number of verts this object is displayed with at 'MrmDistance'.
EnvMapColor(int r, int g, int b, int a)
Optional(no environment mapping), Range(0, 255 for each component)
r, g, b, a: Color to mix with specular color for the units environment map. r, g, b will usually be 255, and a should always be less than 255 probably about 122 or so.
MoveAnim(bool flag) OBSOLETE!!!
Optional(FALSE)
flag : Is this a moving object (should the z position keys be stripped)
Animations()
Optional
Add(string name, string variation)
Multiple
name: Name of the animation.
variation: Available variations are : 1Way, 2Way and Loop.
Attachments()
Optional
Defines the attachments for this object.
Add(string type, string point)
Multiple
type: Type of the attachment to add.
point: Hard point to attach the object to.
Lights()
Optional
Add(string type)
Multiple
type: Type of light, available types are:
Attach(string point)
Required
point: Hard point to attach this light to.
Attenuation(float linear, float quadratic)
Required
linear: linear falloff.
quadratic: quadratic falloff.
Cone(float inner, float outer)
Required for Spot lights
inner: Full brightness to this angle.
outer: Brightness falls off between the inner and outer angles.
Beam(float brightness)
Optional(1)
brightness: Visible beam brightness factor.
Switchable(bool flag)
Optional(TRUE)
flag: If set the light is only on at night time.
RayTestFlags(string names...)
Optional(none)
names : Ray tests to be used on objects of this type (in addition to "Box", which is always used). Available tests are "Sphere" and "Poly".
ArmourClass(string class)
Optional("armor_invulnerable")
class: Armour class for this map object. Refered to in weapons when they define their effectiveness against armour classes.
HitPoints(int hp)
Optional(0), Range(0, 100000)
hp: Number of hitpoints this object has.
Armour(int armour)
Optional(0), Range(0, 100000)
armour: Number of armour points this object has.
ArmourRegenInterval(int intevral)
Optional(0), Range(0, 65535)
interval: Number of 10ths of a seconds it takes to regenerate 1 armour point. This caps the maximum rate at which armour can regenerate to 10 armour points a seconds. If set to zero (0) the armour will never regenerate.
InitialArmour(bool flag)
Optional(1)
flag: Does this object have armour initially.
ExpiryTime(float time)
Optional(0)
time: If greater than 0, the object will self destruct after being alive this long.
DeathExplosion(string explosion)
Optional(none)
explosion: Name of the explosion type to use when this object dies.
SelfDestructExplosion(string explosion)
Optional(none)
explosion: Name of the explosion type to use when this object self-destructs.
PhysicsModel(string model)
Optional("Default")
model: Physics model which is applied to thie map object.
Mass(float mass)
Optional(1000000)
mass: Mass of the object in grams.
Grip(float grip)
Optional(3)
grip: Base value for grip for this object. Modified depending upon the terrain.
DragCoefficient(float coefficient)
Optional(10%)
coefficient: The drag coefficient defines a resistive force proportional to an objects velocity. The higher the coefficient, the higher the force.
AnimationSpeed(float speed)
Optional(1)
speed: Allows changing the speed of animation playback for this map object.
TractionType(string type)
Optional("Default")
type: Specifies which traction type this object uses.
Collidable(bool flag)
Optional(type specific), Not Recommended
flag: Allows objects to be tested for collision tested or to be ignored when collision tests are performed.
CollisionSpeedMin(float speed)
Optional(5), Range(0, 100)
speed: When a collision occurs and change in speed above this amount will causedamage to occur.
CollisionSpeedMax(float speed)
Optional(15), Range(CollisionSpeedMin, 100)
speed: When a collision occurs and change in speed above this amount will 100% danage to occur. This can be used in conjunction with CollisionSpeedMin to control how much damage occurs to this object when it collides with others or the ground.
AvoidHitting(bool flag)
Optional(type specific), Not Recommended
flag: If set then when this object is caught in a line of fire it will be avoided (if the tactical property "AvoidHittingMarked" is set).
ApplyTerrainHealth(bool flag)
Optional(FALSE)
flag: If flag is set then terrain health modifiers will be applied to objects of this type
Detachable(bool flag)
Optional(type specific) (defaults to TRUE for any UnitObj)
flag: If this object is attached to another object and that object is destroyed, this flag can be set to have this object be detached from its parent at that time.
HasShadow(bool flag) OBSOLETE (see Mesh::shadowRadius)
Optional(type specific), Not Recommended
flag: This object casts a shadow on the ground. Units by are the only object types which have shadows by default.
ShowSeen(bool flag)
Optional(type specific), Not Recommended
flag: Is object shown once terrain is seen (ie. under fog). Generally set in the code (e.g. all Props)
ShowAlways(bool flag)
Optional(FALSE)
flag: Is object always shown (ie. under both shroud and fog)
NearFadeFactor(float percentage)
Optional(100%)
percentage: percentage of bounding sphere radius at which to apply near plane translucency
HealthHighMark(float percentage)
Optioanl(66.66%), Range(0%, 100%)
percentage: Percentage of health which is considered a high amount of health.
HealthLowMark(float percentage)
Optional(33.33%), Range(0%, HighHealthMark)
percentage: Percentage of health which is considered a low amount of health.
AnimationFX()
Optional
Add(string animation, float frame, string fx)
Multiple animation: Name of the animation to apply it to.
frame: Animation frame to generate FX on.
fx: Name of the FX to generate.
GenericFX()
Optional
Add(string key, string fx)
Multiple key: Key which determines when to generate the FX. See GenericFX for the possible keys.
fx: Name of the FX to generate.