User contributions

Jump to navigation Jump to search
Search for contributionsExpandCollapse
⧼contribs-top⧽
⧼contribs-date⧽

(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)

  • 08:23, 20 November 2008 diff hist +610 N ObjectTemplate.LoseControlWhenEnemyCloseNew page: == MDT description == If set to 1, this means that a ControlPoint will begin to change when an enemy is within its Radius. 0 means the control point cannot be captured by the enemy (but co... current
  • 08:22, 20 November 2008 diff hist +405 N ObjectTemplate.LodSelectorNew page: == MDT description == This assigns which LOD (level of detail) selector object is used for the process of changing the level of detail of a model. The name is the LodSelectorTemplate objec... current
  • 08:22, 20 November 2008 diff hist +316 N ObjectTemplate.LodDistanceNew page: == MDT description == Beyond this distance an effect will not be displayed (and so not waste processor time).<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/... current
  • 08:21, 20 November 2008 diff hist +279 N ObjectTemplate.LoadSoundScriptNew page: == MDT description == Sets the sound script for a particular object.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/LoadSoundScript.shtm Source an... current
  • 08:20, 20 November 2008 diff hist +274 N ObjectTemplate.LeftAngleMultiplierNew page: == MDT description == Sherman Calliope SeatObject property.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/LeftAngleMultiplier.shtm Source and mor... current
  • 08:20, 20 November 2008 diff hist +572 N ObjectTemplate.ItemIndexNew page: == MDT description == Binds key position (1-6) that selects the soldier's HandFireArms weapon. You can create as many weapons as you want with the same index. However, a single class canno... current
  • 08:18, 20 November 2008 diff hist +330 N ObjectTemplate.InvisibleAtEndEffectNew page: == MDT description == Sets if the object is still visible when the end effect defined by EndEffectTemplate begins.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemp... current
  • 08:17, 20 November 2008 diff hist +425 N ObjectTemplate.InvisibleNew page: == MDT description == Used to describe only projectiles. Sets if the object is visible or not; 0 (false) by default. Bullets are always invisible, as is the knife. Grenades and shells gene... current
  • 08:16, 20 November 2008 diff hist +362 N ObjectTemplate.InverseHeatBarNew page: == MDT description == This is used with the SetHeatBarType to make the heat bar be a fuel bar instead. It is used by the wasserfall and Natter jetplane.<br> <br> ''[http://mdt.planetbattle... current
  • 08:15, 20 November 2008 diff hist +350 N ObjectTemplate.IntensityOverTimeNew page: == MDT description == This changes the intensity of a effect over a period of time. The argument is a Percentage Series type of argument.<br> <br> ''[http://mdt.planetbattlefield.gamespy.c... current
  • 08:13, 20 November 2008 diff hist +492 N ObjectTemplate.IntensityAtSpeedNew page: == MDT description == ''IntensityAtSpeed'' sets the speed at which the intensity should be at its full amount. For example: ObjectTemplate.Intensity CRD_NONE/20/0/0 ObjectTemplate.Inten... current
  • 08:12, 20 November 2008 diff hist +342 N ObjectTemplate.IntensityNew page: == MDT description == ''Intensity'' defines how many particles per second are being emitted from the Emitter. The argument is a CRD type.<br> <br> ''[http://mdt.planetbattlefield.gamespy.c... current
  • 08:12, 20 November 2008 diff hist +255 N ObjectTemplate.InitRotationNew page: == MDT description == Argument 1 is a CRD type.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/InitRotation.shtm Source and more details]''<br> <b... current
  • 08:10, 20 November 2008 diff hist +261 N ObjectTemplate.InitAnimationFrameNew page: == MDT description == Argument 1 is a CRD type.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/InitAnimationFrame.shtm Source and more details]''<... current
  • 08:10, 20 November 2008 diff hist +689 N ObjectTemplate.InertiaModifierNew page: == MDT description == Inertia is basically an object's "desire" to maintain its current speed. It will affect acceleration and decelleration, and is more important for vehicles like carrie... current
  • 08:09, 20 November 2008 diff hist +497 N ObjectTemplate.HpLostWhileUpSideDownNew page: == MDT description == The object takes this much damage per second when it is determined to be upside-down (even the slightest bit pointing down, i.e. rocking back and forth on its side). ... current
  • 08:08, 20 November 2008 diff hist +949 N ObjectTemplate.HpLostWhileDamageFromWaterNew page: == MDT description == If an object's Objects.con has these properties defined: ObjectTemplate.DamageFromWater 1 ObjectTemplate.HpLostWhileDamageFromWater 10 then it takes the amount ... current
  • 08:05, 20 November 2008 diff hist +1,023 N ObjectTemplate.HpLostWhileCriticalDamageNew page: == MDT description == Some vehicles stop moving and take damage by themselves when heavily damaged. The idea is that if a vehicle is nearly destroyed, it is probably on fire and will soon ... current
  • 07:58, 20 November 2008 diff hist +769 N ObjectTemplate.HitpointsNew page: == MDT description == This property specifies how much damage a class of object can take when it first spawns. When an object's number of hitpoints reaches 0, it is destroyed. It is possib... current
  • 07:57, 20 November 2008 diff hist +501 N ObjectTemplate.HeatIncrementNew page: == MDT description == This property sets how fast an object "heats up" per server-frame (30 frames per second). However, it is normally used by the wasserfall and Natter jetplane with SetH... current
  • 07:55, 20 November 2008 diff hist +1,206 N ObjectTemplate.HeatAddWhenFireNew page: == MDT description == Some weapons, such as machineguns, can overheat if fired continuously too long. When this happens, the gun locks up until it cools down enough to fire again. This pr... current
  • 07:54, 20 November 2008 diff hist +687 N ObjectTemplate.HealFactorNew page: == MDT description == How fast a medic can heal soldiers, in terms of Hitpoints per frame, with there being 30 frames a second that the engine performs this function. Medics heal using: ... current
  • 07:53, 20 November 2008 diff hist +299 N ObjectTemplate.HealDistanceNew page: == MDT description == The maximum distance away a medic can heal a soldier. See HealFactor.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/HealDis... current
  • 07:52, 20 November 2008 diff hist +277 N ObjectTemplate.HeadMaxAngleMultiplierNew page: == MDT description == Sherman Calliope SeatObject property.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/HeadMaxAngleMultiplier.shtm Source and ... current
  • 07:51, 20 November 2008 diff hist +1,014 N ObjectTemplate.HasStartEffectNew page: == MDT description == By default, this property is (1) true for a Projectile; it is set to 0 (false) when the projectile has no starting muzzle-flash effect. The starting effect used is de... current
  • 07:50, 20 November 2008 diff hist +348 N ObjectTemplate.HasRestrictedExitNew page: == MDT description == This command keeps you from exiting a vehicle if your exit location is blocked by another vehicle, building, etc.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com... current
  • 07:49, 20 November 2008 diff hist +499 N ObjectTemplate.HasResponsePhysicsNew page: == MDT description == Set this to true (1) to signal that this mobile object can have its position affected by (i.e., respond to) collision with other objects. The HasCollisionPhysics is u... current
  • 07:48, 20 November 2008 diff hist +286 N ObjectTemplate.HaspointphysicsNew page: == MDT description == SetHasPointPhysics is another name for this property.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/Haspointphysics.shtm So... current
  • 07:47, 20 November 2008 diff hist +346 N ObjectTemplate.HasOnTimeEffectNew page: == MDT description == This property enables or disables the TimeToLive property, which is used to trigger an effect when time runs out.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com... current
  • 07:47, 20 November 2008 diff hist +593 N ObjectTemplate.HasMobilePhysicsNew page: == MDT description == If the object is mobile, this should be set to 1 so that the physics engine knows. This property sets the physics engine to calculate the object in the world as a mob... current
  • 07:46, 20 November 2008 diff hist +732 N ObjectTemplate.HasDynamicShadowNew page: == MDT description == If set to true (1), this object will cast a shadow that will change as the object moves, or if it is destroyed. The model must have a shadow mesh for this computation... current
  • 07:44, 20 November 2008 diff hist +666 N ObjectTemplate.HasCollisionPhysicsNew page: == MDT description == Set this to true (1) to signal that this object can collide with other objects. When set, the geometry mesh associated with this object must have at least one collisi... current
  • 07:42, 20 November 2008 diff hist +1,329 N ObjectTemplate.HasCollisionEffectNew page: == MDT description == This property says that the effect set for an object/object collision should be used. For example, when a projectile hits a surface, you can set if it emits an effec... current
  • 07:36, 20 November 2008 diff hist +390 N ObjectTemplate.HasArmorNew page: == MDT description == This property sets the item as being destroyable, i.e., the object can take damage. If you remove this property from a vehicle it will be completely indestructable.<b... current
  • 05:36, 20 November 2008 diff hist +1,899 N ObjectTemplate.GripNew page: == MDT description == This enables Spring objects (wheels) to grip the ground and use that traction to move the vehicle. Grip takes pre-defined grip types, for example: ''c_PGFEngineGrip... current
  • 05:33, 20 November 2008 diff hist +506 N ObjectTemplate.GravityModifierOverTimeNew page: == MDT description == For effects, a series of x/y|x/y pairs are defined. The first of the pair is the relative time, from 0 to 100% of the TimeToLive, the second is how much gravity shoul... current
  • 05:31, 20 November 2008 diff hist +551 N ObjectTemplate.GravityModifierNew page: == MDT description == This property has two flavors, one for Objects.con files, the other for Effects.con. For the Objects.con file, the ''GravityModifier'' allows you to set gravity per o... current
  • 05:29, 20 November 2008 diff hist +531 N ObjectTemplate.GeometryNew page: == MDT description == Adds to the object the named geometry object that was created in a Geometries.con file with a GeometryTemplate.Create command. For example, in Geometries.con you mig... current
  • 05:28, 20 November 2008 diff hist +829 N ObjectTemplate.ForceOnExplosionNew page: == MDT description == There are a few things that blow up, specifically: exppacks, grenades, bazooka shells, landmines, katyusha rockets, flak gun shells, and depth charges. This value is ... current
  • 05:25, 20 November 2008 diff hist +280 N ObjectTemplate.FlagTemplateNew page: == MDT description == Used to attach a Flag object to a FlagBase object.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/FlagTemplate.shtm Source a... current
  • 05:24, 20 November 2008 diff hist +513 N ObjectTemplate.FireOnceNew page: == MDT description == When ''FireOnce'' is set to 1, the standard weapon (normally activated with the left mouse button) will fire only once if the left mouse button is held down. Examples... current
  • 05:23, 20 November 2008 diff hist +1,030 N ObjectTemplate.FireingForceNew page: == MDT description == The ''FireingForce'' determines how much force is applied to the shell to resist gravity. The actual speed of the shell is determined by Velocity, and the effect of g... current
  • 04:52, 20 November 2008 diff hist +285 N ObjectTemplate.FireInCameraDofNew page: == MDT description == Used to make the weapon aim at where you're looking.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/FireInCameraDof.shtm Sou... current
  • 04:51, 20 November 2008 diff hist +518 N ObjectTemplate.FireDelayNew page: == MDT description == Time delay before the grenade is actually thrown, bayonet stabs, mortar fires, etc. The animation plays, then, after the time set, the projectile will be spawned. Al... current
  • 04:49, 20 November 2008 diff hist +757 N ObjectTemplate.FadeAtTimeToLiveAfterDeathNew page: == MDT description == A boolean that determines if an object will fade over time after it dies. The TimeToStartFadeAfterDeath determines when the wreck begins to fade. Whatever the setting... current
  • 04:48, 20 November 2008 diff hist +357 N ObjectTemplate.ExplosionRadiusNew page: == MDT description == When an object is destroyed, this property specifies the radius of the explosion for that object, radiating from its center.<br> <br> ''[http://mdt.planetbattlefield.... current
  • 04:47, 20 November 2008 diff hist +442 N ObjectTemplate.ExplosionForceModNew page: == MDT description == Modifies the ExplosionForce applied to the object. The higher this property, the more the object will be affected by an explosion near it. It does not affect (direct)... current
  • 04:47, 20 November 2008 diff hist +374 N ObjectTemplate.ExplosionForceMaxNew page: == MDT description == Defined for a soldier, the maximum force that can be applied from an explosion. This property is not a part of any defined type of object.<br> <br> ''[http://mdt.pla... current
  • 04:46, 20 November 2008 diff hist +246 N ObjectTemplate.ExplosionForceNew page: == MDT description == Used in rafts.<br> <br> ''[http://mdt.planetbattlefield.gamespy.com/scripting/ObjectTemplate/Properties/ExplosionForce.shtm Source and more details]''<br> <br> == Add... current
  • 04:45, 20 November 2008 diff hist +409 N ObjectTemplate.ExplosionDamageNew page: == MDT description == When the object itself is destroyed, this property specifies the damage caused by the explosion, radiating from the center of the object by the radius set with Explos... current

(newest | oldest) View ( | ) (20 | 50 | 100 | 250 | 500)