Reyhard/Sandbox – User
AIAnimalAimingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Aiming PID |
Vector with 3 elements | 3
|
||
Origin Offset |
Vector with 3 elements | 3
|
AICharacterAimingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Aiming PID |
Vector with 3 elements | 3
|
||
Use PID |
Boolean | 0
|
||
Time ADSOff |
Scalar | 3
|
How long ADS should be enabled |
AITurretAimingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Aiming PID |
Vector with 3 elements | 3
|
Coefficients of main PID controller for aiming of turret | |
Aiming PIDMax Error Integral |
Scalar | 3
|
Max value of integral component of main PID controller | |
Aiming Base PID |
Vector with 3 elements | 3
|
Coefficients of PID controller for aiming turret base. Only for turrets with movable base. | |
Aiming Base PIDMax Error Integral |
Scalar | 3
|
Max value of integral component of PID controller for aiming turret base. |
AIAnimal
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Dead Reaction Radius |
Scalar | 3
|
Will not react to danger closer than the dead zone |
AIAnimalData
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Prefab To Use |
Resource Name | 0
|
||
Tags |
Array of Integers | 0
|
Which tile tags should this animal spawn at (ie: Soundmap tile tags are: Sea = 0, Forest = 1, City = 2) | |
Weight |
Scalar | 3
|
Weight of this animal among the other ones in its tile type. The higher it is compared to the other weights the more likely it is to appear |
AIAnimalManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Animal Activation Mode |
Integer | 0
|
Animal activation mode | |
Max Active Animals |
Integer | 0
|
Maximum ammount of simultaneous active animals. More animals could be spawned, but would not be activated | |
Animal Prefabs To Use |
Array of Objects | 0
|
||
Animal Spawn Cooldown |
Scalar | 3
|
Distance from every other agent so animal despawns | |
Animal Despawn Range |
Scalar | 3
|
Distance from every other agent so animal despawns | |
Animal To Animal Spawn Range |
Scalar | 3
|
When spawning animals, how far should it be from other animals to do spawn | |
Check Animal Time |
Scalar | 3
|
How often to check to spawn / despawn animals |
AIBirdManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Tree Height Threshold |
Scalar | 3
|
Any tree with a Y scale less than this will be ignored (bushes) | |
Cells To Check |
Integer | 0
|
How many cells to check to each side using Manhatan distance) | |
Coast Percentage |
Scalar | 3
|
From the soundmap, if the soundmap tile value is above the coast percentage, the first prefab will always be used | |
Rain Threshold |
Scalar | 3
|
Rain intensity limit for spawning birds |
BirdAnimationComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Max Bird Takeoff Speed Modifier |
Scalar | 3
|
When taking off, each bird has a small time offest. This is the max it can be | |
Min Bird Takeoff Speed Modifier |
Scalar | 3
|
When taking off, each bird has a small time offest. This is the min it can be | |
Curve XOffset |
Scalar | 3
|
Offset for the X values of the curve | |
Curve TOffset |
Scalar | 3
|
Offset for the Y values of the curve | |
Curve YModifier |
Scalar | 3
|
Modifier for the Y values of the takeoff / landing curves |
ChimeraCoverManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Filter Visibility |
Boolean | 0
|
Filters out non visible threats from cover point. Expensive | |
Filter Cover To Enemy Angle |
Boolean | 0
|
Filters out cover that are out of a given angle from cover to threat | |
Filter Cover Height |
Boolean | 0
|
Filters out covers that anre not in the height limits | |
Filter Cover Is Occupied |
Boolean | 0
|
Filters out covers that are occupied | |
Visibility Check Vertical Offset |
Scalar | 3
|
Vertical offset from cover top position, used for visibility checks | |
Visibility Check Layers |
Flags | 0
|
Physics layers for visibility check | |
Score Distance |
Boolean | 0
|
Scores cover points by inverse distance to the querier | |
Query Max Nodes |
Integer | 0
|
Maximum number of nodes that will be used for cover queries. |
AIFlock
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Lod Threshold |
Integer | 0
|
The LOD threshold to simulate the flocking or just have the particle many birds in the flock | |
Reaction Cooldown |
Scalar | 3
|
How many seconds to wait before reacting to danger again | |
Chance To Create Cell |
Scalar | 3
|
When creating the posible original positions of the birds, chance to delete a particular cell for it not to be used | |
Number Of Birds |
Vector with 2 elements | 3
|
How many birds min/max in the flock | |
Flock Dist |
Vector with 2 elements | 3
|
When creating a new position for each bird, the min/max distance from the center of the flock | |
Max Flock Visible Distance |
Scalar | 3
|
Distance within the flock will be visible | |
Visibility Cooldown |
Scalar | 3
|
How many seconds to wait before checking visibility again | |
Bird Prefab |
Resource Name | 0
|
Prefab of the birds | |
Takeoff Time |
Scalar | 3
|
For how long the flock is taking off | |
Takeoff Speed |
Scalar | 3
|
Speed of movement at start of take off | |
Max Wind Speed |
Scalar | 3
|
Max speed the wind can have | |
Wind Factor |
Scalar | 3
|
How much the wind affect us | |
Movement Speed |
Vector with 2 elements | 3
|
Min/max speed while flying. It is used to define the Amplitude the speed curve: Y = YOffset + Amplitude * sin((X - XOffset) * Period) | |
Speed Curve XOffset |
Scalar | 3
|
Offset of the X in the speed curve: Y = YOffset + Amplitude * sin((X - XOffset) * Period) | |
Speed Curve Period |
Scalar | 3
|
Period of the speed curve: Y = YOffset + Amplitude * sin((X - XOffset) * Period | |
Nodes For Flight Speed |
Integer | 0
|
How many nodes to use in the flight for speed calculations | |
Nodes To Land |
Integer | 0
|
How many nodes before the end of the path should the birds start the landing animation | |
Wind Speed Threshold |
Scalar | 3
|
Below this threshold, back wind and front wind will not affect the annimations | |
Wind Angle Threshold |
Scalar | 3
|
How big is the angle in which we have back-wind or are against it | |
Altitude Threshold |
Vector with 2 elements | 3
|
Min/max At how much absolute vertical movement, the Animation Score Min, Mid and Max Level are reached. Below the first threshold, MIN. Between the thresholds, Mid. Above the last threshold, Max | |
Animation Score Max Level |
Scalar | 3
|
Score added to the animation (Glide if moving down, Flap if moving up) while in the Max vertical movement threshold | |
Animation Score Mid Level |
Scalar | 3
|
Score added to the animation (Glide if moving down, Flap if moving up) while in the Mid vertical movement threshold | |
Animation Score Min Level |
Scalar | 3
|
Score added to the animation (Glide if moving down, Flap if moving up) while in the Min vertical movement threshold | |
Animation Score Back Wind |
Scalar | 3
|
Score added to the Glide animation when flying with back wind | |
Animation Score Against Wind |
Scalar | 3
|
Score added to the Flap animation when flying with back wind | |
Animation Score Decelerating |
Scalar | 3
|
Score added to the Glide animation while decelerating | |
Animation Score Accelerating |
Scalar | 3
|
Score added to the Flap animation while accelerating | |
Take Off To Fly Threshold |
Scalar | 3
|
In the direction of the movement, the needed vertical proportion to stop the Take off animation and to start the Flying animations | |
Bird Time Offset |
Vector with 2 elements | 3
|
Min/max When checking the accelerate function for the animations, the min/max offset a bird can have | |
Bird Takeoff Speed |
Vector with 2 elements | 3
|
Min/max When taking off, the min/max speed of the animation | |
Max Bird Radius |
Scalar | 3
|
Radius of the movement possible positions of each bird from its center | |
Bird Lerp Factor |
Vector with 2 elements | 3
|
Min/max for the initial lerping factor number. This are the limits for how they will flock | |
Bird Lerp Factor Change |
Vector with 2 elements | 3
|
Min/max for how much the lerp factor number can change each time a new target is created. | |
Bird Time |
Vector with 2 elements | 3
|
Min/max When creating a new position for each bird, the min/max time to get there | |
Bird Pitch Angle |
Vector with 2 elements | 3
|
Min/max In degrees, how much a bird pitches at least/most while turning | |
Max Bird Roll Angle |
Scalar | 3
|
In degrees, how much can a bird roll while turning | |
Min Bird Roll Angle |
Scalar | 3
|
In degrees, how much the angle difference must be for the bird to roll | |
Bird Degrees Per Second |
Scalar | 3
|
In degrees, how fast a bird can roll while turning | |
Nodes For Turning |
Integer | 0
|
How many nodes ahead in the path do we consider for the bird tilting | |
Local Movement At Turning Percentage |
Scalar | 3
|
How the local movement of the bird and the flock are related for the calculation of the turning |
ChimeraAIWorld
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Initialize Road Network |
Boolean | 0
|
||
|
Array of Strings | 0
|
Only navlinks declared for these Navmesh Types will be built into the road network | |
|
String | 0
|
Navmesh where to search for off roads when a road is blocked | |
Off Road Flags |
Flags | 0
|
Flags used to find off roads on navmesh | |
Price of crossroad on Road network |
Scalar | 3
|
||
Price of roadnetwork paths |
Scalar | 3
|
||
Accepted Road Types |
Flags | 0
|
Road types | |
Collision detection layers |
Flags | 0
|
What layers are used when doing road rebuilding | |
Actual road width percentage |
Scalar | 3
|
Percentage of the road width that is afected by obstacles | |
Min Road Width |
Scalar | 3
|
Minimum width a road can have after rebuilding | |
Road Width Change Step |
Scalar | 3
|
Minimum size change unit (in meters) for road width changes when rebuilding |
AICarMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Cruise Vehicle Speed Kmh |
Scalar | 3
|
Typical (cruise) speed of vehicle in km/h | |
Reverse Vehicle Speed Kmh |
Scalar | 3
|
Reverse speed of vehicle in km/h (should be negative) | |
Friction Coefficient |
Scalar | 3
|
How good is this car at braking (usually in range 0.5 to 1.0) | |
Stop Distance Coefficient |
Scalar | 3
|
Used for approximation how long it takes to stop the vehicle. Higher val - shorter distance. Used for speed predictions. | |
Max Reverse Travel Distance |
Scalar | 3
|
Max distance a vehicle will traverse reversing. | |
Break Treshold |
Scalar | 3
|
Use break when speed is higher than desired in km/h | |
Max Break At |
Scalar | 3
|
Use full break when speed is higher than this in km/h | |
Max Bump Speed |
Scalar | 3
|
Speed in which it should be safe to bump a static vehicle (km/h). | |
Max Steering Change S |
Scalar | 3
|
Max change in steering per second in radians | |
Steering PIDOn Water |
Vector with 3 elements | 3
|
||
Steering PID |
Vector with 3 elements | 3
|
||
Throttle PID |
Vector with 3 elements | 3
|
||
|
Boolean | 0
|
If unchecked, road network will be used. Navmesh, otherwise. | |
Collision rays origin height from pivot |
Scalar | 3
|
The Y difference between the object pivot and the desired origin of collision detection rays | |
Collision detection layers |
Flags | 0
|
What layers are used when doing reversing collision detection (if preset not set) | |
Collision detection layers preset |
String | 0
|
Preset of layer definition | |
AILOD level |
Integer | 0
|
Level of LOD at which speed is reduced | |
Max AILOD |
Integer | 0
|
Level of LOD max for drivers | |
LOD speed coeficient |
Scalar | 3
|
How much reduce reduce speed in higher AILODs | |
Obstacle Avoidance Timer |
Scalar | 3
|
||
Obstacle Avoidance Check Dist |
Scalar | 3
|
||
Detection Angle |
Scalar | 3
|
Angle of the circle sector for detection in degrees | |
Min Range Detection Angle |
Scalar | 3
|
Angle of the circle sector in proximity | |
Min Detection Range |
Scalar | 3
|
Min range | |
Min Horn Time S |
Scalar | 3
|
Min time for performing the horn in seconds | |
Max Horn Time S |
Scalar | 3
|
Max time for performing the horn in seconds | |
Min Horn Pause S |
Scalar | 3
|
Min time between horns in seconds | |
Max Horn Pause S |
Scalar | 3
|
Max pause between horns in seconds |
AICharacterMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Orientation PID |
Vector with 3 elements | 3
|
||
Obstacle Avoidance Timer |
Scalar | 3
|
||
Obstacle Avoidance Check Dist |
Scalar | 3
|
AIFlockMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Possible Splines To Use |
Array of Resource Names | 0
|
||
Wind Factor |
Scalar | 3
|
How much the wind speed affects the path | |
Distance Factor |
Scalar | 3
|
The farther from the origin of the spline in the y, the more the wind affets the path | |
Max Wind Skew Factor |
Scalar | 3
|
Maximum ammount that the wind can displace the points from their origin | |
Force Above Terrain |
Boolean | 0
|
Force the path to always be above the point the bird spawned in reference to terrain | |
Enable Random Path Orientation |
Boolean | 0
|
Randomly rotate the spline for movement or use the one in the prefab |
AIFlyingMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Direct Flight |
Boolean | 0
|
Avoid pathfinding and fly directly in the direction of the target location. |
AIGroupMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Leader movement history size |
Integer | 0
|
Maximum number of recent leader positions recorded in history buffer. | |
Leader movement distance threshold |
Scalar | 3
|
Minimum distance the leader needs to travel before a new position is recorded in history buffer. | |
Default Formation |
String | 0
|
AIHelicopterMovementComponent
Inherits from: AIFlyingMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Prediction Time |
Scalar | 3
|
Time to predict future position. | |
Max Pitch |
Scalar | 3
|
Max pitch of the Helicopter, in radians. | |
Max Roll |
Scalar | 3
|
Max roll of the Helicopter, in radians. |
AIRocketMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Prediction Time |
Scalar | 3
|
Time to predict future position. | |
Max Pitch |
Scalar | 3
|
Velocity damper. | |
Max Head Change |
Scalar | 3
|
Max heading change. | |
Forward Thrust |
Scalar | 3
|
Forward thrust. | |
Rotation Thrust |
Scalar | 3
|
Rotation thrust. |
InsectFlyMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Max height |
Scalar | 3
|
Maximum prefered height of flight | |
Min height |
Scalar | 3
|
Minimum prefered height of flight | |
Max radius |
Scalar | 3
|
Maximum prefered radius | |
Rest time min |
Scalar | 3
|
Rest period after landing | |
Rest time max |
Scalar | 3
|
Rest period after landing | |
Takeoff delay |
Scalar | 3
|
Delay between sending take-off command to animation graph and entity starting to move | |
Direction change period min |
Scalar | 3
|
in seconds, how often direction is changed | |
Direction change period max |
Scalar | 3
|
in seconds, how often direction is changed | |
Direction change delta min |
Scalar | 3
|
degrees, rotation around Y axis, only positive values, value is mirrored on both sides | |
Direction change delta max |
Scalar | 3
|
degrees, rotation around Y axis, only positive values, value is mirrored on both sides | |
Direction change interpolation |
Scalar | 3
|
in seconds, length of interpolation | |
Forward speed period min |
Scalar | 3
|
in seconds, how often forward speed is changed | |
Forward speed period max |
Scalar | 3
|
in seconds, how often forward speed is changed | |
Forward speed duration min |
Scalar | 3
|
in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0 | |
Forward speed duration max |
Scalar | 3
|
in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0 | |
Forward speed range min |
Scalar | 3
|
||
Forward speed range max |
Scalar | 3
|
||
Forward speed interpolation |
Scalar | 3
|
in seconds, length of interpolation | |
Side speed period min |
Scalar | 3
|
in seconds, how often side speed is changed | |
Side speed period max |
Scalar | 3
|
in seconds, how often side speed is changed | |
Side speed duration min |
Scalar | 3
|
in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0 | |
Side speed duration max |
Scalar | 3
|
in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0 | |
Side speed range min |
Scalar | 3
|
only positive values, value is mirrored on both sides | |
Side speed range max |
Scalar | 3
|
only positive values, value is mirrored on both sides | |
Side speed interpolation |
Scalar | 3
|
in seconds, length of interpolation | |
Up speed period min |
Scalar | 3
|
in seconds, how often up speed is changed | |
Up speed period max |
Scalar | 3
|
in seconds, how often up speed is changed | |
Up speed duration min |
Scalar | 3
|
in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0 | |
Up speed duration max |
Scalar | 3
|
in seconds, how long should speed be applied, if duration expires and no change has happened speed goes to 0 | |
Up speed range min |
Scalar | 3
|
only positive values, value is mirrored on both sides | |
Up speed range max |
Scalar | 3
|
only positive values, value is mirrored on both sides | |
Up speed interpolation |
Scalar | 3
|
in seconds, length of interpolation | |
Pitch limit min |
Scalar | 3
|
degrees, minimum attainable pitch, applied only if speed that affects pitch is not 0 | |
Pitch limit max |
Scalar | 3
|
degrees, maximum attainable pitch | |
Max pitch at forward acceleration |
Scalar | 3
|
at what acceleration pitch is maximum | |
Max pitch at upward acceleration |
Scalar | 3
|
at what acceleration pitch is maximum | |
Pitch interpolation |
Scalar | 3
|
in seconds, length of interpolation | |
Roll limit min |
Scalar | 3
|
degrees, minimum attainable roll, applied only if speed that affects roll is not 0 | |
Roll limit max |
Scalar | 3
|
degrees, maximum attainable roll | |
Turn speed max roll |
Scalar | 3
|
at what turn speed roll is maximum | |
Max roll at side acceleration |
Scalar | 3
|
at what acceleration roll is maximum | |
Roll interpolation |
Scalar | 3
|
in seconds, length of interpolation |
ChimeraAIPathfindingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Use Road Network |
Boolean | 0
|
Enforces the use of Road Network when pathfinding if it's available. | |
Turn radius |
Scalar | 3
|
Turn radius for path smoothing. |
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Destructible Area Type |
String | 0
|
Area type for destructibles |
PathVisualizer
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
End Position |
Vector with 3 elements | 3
|
End position wanted in world coordinates | |
Start Obj Name |
String | 0
|
Name of the entity that will be used for determining the start position. | |
End Obj Name |
String | 0
|
Name of the entity that will be used for determining the end position. | |
Precision |
Scalar | 3
|
Minimum position change required for recalculating a new path. | |
|
String | 0
|
Navmesh that will be used to get navmesh world. | |
Use Road Network |
Boolean | 0
|
Enables the use of Road Network when pathfinding. |
RoadNetworkBridgeComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Points |
Array of Vectors with 3 elements | 3
|
||
Bridge Width |
Scalar | 3
|
AISmartActionComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
AIBehavior Tree |
Resource Name | 0
|
||
Tags |
Array of Strings | 0
|
tags of smart action | |
Action Offset |
Vector with 3 elements | 3
|
Action position offset |
AITaskPerformObjectAction
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
In Action Entity |
Integer | 0
|
AIAnimalManagerReactToCloseEntitiesMovement
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Walk Speed Limit |
Scalar | 3
|
Until what speed it is considered Walking | |
Run Speed Limit |
Scalar | 3
|
Until what speed it is considered Running | |
Car Speed Limit |
Scalar | 3
|
When the top max achieved. Going faster would not increase the chance | |
Walk Trigger Chance |
Scalar | 3
|
Base chance, while walking, of triggering | |
Run Trigger Chance |
Scalar | 3
|
Base chance, while running, of triggering | |
Car Trigger Chance |
Scalar | 3
|
Base chance, while going faster than running, of triggering | |
Min Distance |
Scalar | 3
|
If closer than this, the chance will not be fading out | |
Max Distance |
Scalar | 3
|
If farther than this, the chance will be faded out |
AITaskPlayGesture
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Gesture |
Integer | 0
|
Pick gesture type from the list | |
Play |
Boolean | 0
|
Play gesture if TRUE; Stop gesture if FALSE |
AITaskSetADS
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Use ADS |
Boolean | 0
|
AITaskChangeStance
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Stance |
Integer | 0
|
Wanted Stance | |
In Stance |
Integer | 0
|
AITaskCharacterAim
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Aim Type |
Integer | 0
|
||
Use ADS |
Boolean | 0
|
AITaskCharacterRaiseWeapon
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Raise |
Boolean | 0
|
Raise weapon |
AITaskCharacterSetMovementSpeed
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Movement speed |
Integer | 0
|
Wanted movement speed | |
Input Movement speed |
Integer | 0
|
AITaskCharacterStop
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Aim Type |
Integer | 0
|
DecoAiming
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Test Type |
Integer | 0
|
What test to run | |
Aim Threshold |
Scalar | 6u
|
Value for testing | |
In Aim Threshold |
Integer | 0
|
||
Aim Type |
Integer | 0
|
DecoCheckLOD
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Check LOD |
Integer | 0
|
DecoDangerEvent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Has Any |
Boolean | 0
|
Check for any type of danger event | |
Danger Event Type |
Integer | 0
|
Pick type of danger event to check | |
Distance Threshold |
Scalar | 3
|
TLimit search for danger events to a certain radius. Default 0 = range not limited |
DecoIsInVehicle
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Entity In |
Integer | 0
|
||
Vehicle Out |
Integer | 0
|
||
Compartment Type Out |
Integer | 0
|
DecoTestOrder
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Has Any |
Boolean | 0
|
Check for any type of order | |
Order Type |
Integer | 0
|
Pick a type of order to check | |
In Agent |
Integer | 0
|
AITaskGetFormationOffset
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Out Offset |
Integer | 0
|
||
Out Default World Pos |
Integer | 0
|
||
Out Projected World Pos |
Integer | 0
|
||
In Leader |
Integer | 0
|
||
In Scale |
Integer | 0
|
||
Scale |
Scalar | 3
|
Scale applied to default formation |
AITaskGroupSetMovementSpeed
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Movement speed |
Integer | 0
|
Wanted movement speed | |
Input Movement speed |
Integer | 0
|
AITaskGroupMove
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
In Group Move Completion Type |
Integer | 0
|
Group movement will complete based on which set of move handlers completes movement. | |
Group Move Completion Type |
Integer | 0
|
Group movement will complete based on which set of move handlers completes movement. | |
Failed Handler Id |
Integer | 0
|
AITaskGroupMoveToEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
In Group Move Completion Type |
Integer | 0
|
Group movement will complete based on which set of move handlers completes movement. | |
Group Move Completion Type |
Integer | 0
|
Group movement will complete based on which set of move handlers completes movement. | |
Failed Handler Id |
Integer | 0
|
AITaskMoveInFormation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
In Scale |
Integer | 0
|
Scale input applied to formation. | |
Scale |
Scalar | 3
|
Scale applied to default formation. | |
In Max Dist To Formation Pos |
Integer | 0
|
Input Maximum distance an agent can have from it's default formation position. | |
Max Dist To Formation Position |
Scalar | 3
|
Maximum distance an agent can have from it's default formation position. | |
In Projected Distance |
Integer | 0
|
Input distance to project the formation on the leader's path | |
Projected Distance |
Scalar | 3
|
Distance to project the formation on the leader's path |
AITaskMoveToWaypoint
Inherits from: AITaskGroupMove
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
In Waypoint Entity |
Integer | 0
|
AITaskCurrentOrder
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Out Order Object |
Integer | 0
|
||
Out Order Position |
Integer | 0
|
||
Out Order Type |
Integer | 0
|
||
Out Order |
Integer | 0
|
AITaskSendOrder
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
In Agent Sender |
Integer | 0
|
||
In Agent Receiver |
Integer | 0
|
||
Order Type |
Integer | 0
|
Order type to send | |
In Order Position |
Integer | 0
|
||
In Order Entity |
Integer | 0
|
||
In Order Type |
Integer | 0
|
||
In Order |
Integer | 0
|
||
Highest Priority |
Boolean | 0
|
If true, order will be first one in queue. If false will be queued. | |
Order Object |
String | 0
|
Class name with base class of AIOrder |
AITaskPickTarget
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Out Entity |
Integer | 0
|
||
Out Count Enemies |
Integer | 0
|
||
Last Seen Max |
Scalar | 3
|
Filter target by how long ago it was seen | |
Enemy |
Integer | 0
|
Wanted Target |
AITaskFindSmartAction
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Radius |
Scalar | 3
|
The radius to search for actions within | |
Out Smart Action |
Integer | 0
|
||
In Position |
Integer | 0
|
||
In Radius |
Integer | 0
|
||
Tags |
Array of Strings | 0
|
Tags of smart action | |
Tags Test |
Integer | 0
|
Way of testing tags | |
In Tags |
Integer | 0
|
AITaskGetCurrentSmartAction
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Out Smart Action |
Integer | 0
|
AITaskGetSmartActionParams
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
In Smart Action |
Integer | 0
|
||
Out Behavior |
Integer | 0
|
||
Out Pos |
Integer | 0
|
||
Out Smart Action Entity |
Integer | 0
|
AITaskPerformSmartAction
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
In Smart Action |
Integer | 0
|
AITaskGetInVehicle
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Position |
Integer | 0
|
Wanted Position | |
Vehicle Name |
String | 0
|
Select vehicle by name | |
In Vehicle |
Integer | 0
|
||
In Compartment Type |
Integer | 0
|
||
In Compartment Slot |
Integer | 0
|
AITaskFire
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Period |
Scalar | 3
|
For how long to idle | |
Keep Firing |
Boolean | 0
|
Keep firing during whole period (will work only with auto firemodes) | |
Period Key |
Integer | 0
|
AICombatPropertiesComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Priority |
Scalar | 3
|
Priority affecting which magazine AI prefer to use against a target | |
Priority Against Vehicles |
Scalar | 3
|
Overrides priority against vehicles. If not specified, same priority is used. | |
Used Against |
Flags | 0
|
Against what unit types AI will use this magazine | |
Indirectly Used Against |
Flags | 0
|
Against what unit types AI will use this magazine when can't see target directly | |
Traits |
Flags | 0
|
Flags of traits, to aid finding of magazines by traits |
AnimationAttachmentInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Anim Graph |
Resource Name | 0
|
Anim graph name | |
Anim Instance |
Resource Name | 0
|
Anim graph instance | |
Start Node |
String | 0
|
Node where to start from | |
Binding Name |
String | 0
|
Binding name in root graph |
AnimationIKTargetInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Binding Name |
String | 0
|
Binding name in accessor (e.g character) graph | |
Position Info |
Object | 0
|
Position of target |
ProcAnimComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
On Frame Update |
Boolean | 0
|
Enable/disable on-frame updating of the component |
ChimeraGlobalConfig
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Default Player Controller |
Resource Name | 0
|
Default player controller to be spawned if world does not have one already. | |
Maximum View Distance |
Scalar | 3
|
Hard limit of maximum view distance in meters. | |
Minimum View Distance |
Scalar | 3
|
Hard limit of minimum view distance in meters. | |
Minimum Scaled Explosion Distance |
Scalar | 3
|
Minimum scaled limit of distance from explosion for damage calculation. | |
Maximum Scaled Explosion Distance |
Scalar | 3
|
Maximum scaled limit of distance from explosion for damage calculation. | |
Ballistics |
Object | 0
|
||
Input Button Layout Config |
Resource Name | 0
|
BaseEventHandler
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Event Name |
String | 0
|
Event which will be handled |
EventHandlerManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Event Handlers |
Array of Objects | 0
|
List of event handler definitions for events to be registered into |
SoundInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Surface Signal Value |
Integer | 0
|
HitEffectInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Particle Effect |
Resource Name | 0
|
Default particle effect | |
Decal Material |
Resource Name | 0
|
Decal(s) to be spawned on that material | |
Bayonet Hit Particle Effect |
Resource Name | 0
|
Particle effect for bayonets | |
Decal Scale |
Scalar | 3
|
Scale - multiplier applied to decal size (based on projectile diameter) | |
Decal Far Plane |
Scalar | 3
|
Far plane - maximum distance for decal projection box | |
Decal Offset |
Scalar | 3
|
Offset - distance of a projection start away from impact point |
CollisionInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Particle Effect |
Resource Name | 0
|
Default particle effect |
BallisticInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Density |
Scalar | 3
|
[g/cm^3] | |
Kinetic Penetration Resistance |
Scalar | 3
|
[] Kinetic penetrator resistance multiplier | |
Chemical Penetration Resistance |
Scalar | 3
|
[] Chemical penetrator resistance multiplier | |
Thickness Override |
Integer | 0
|
Select type of thickness override | |
Thickness |
Scalar | 3
|
[mm] | |
Thickness Max |
Scalar | 3
|
[mm] | |
Allow Deflection |
Boolean | 0
|
||
Stop Explosion Trace |
Boolean | 0
|
||
Penetration Dir Distribution |
Scalar | 3
|
[] | |
Penetration Dir Combine |
Integer | 0
|
||
Water Surface |
Boolean | 0
|
||
Glass Surface |
Boolean | 0
|
||
Mushrooming Damage Multiplier |
Scalar | 3
|
Multiplier for mushrooming damage. When set to 0, the mushrooming ability of the projectile will not affect the damage outcome on this material. | |
Tumbling Damage Multiplier |
Scalar | 3
|
Multiplier for tumbling damage. When set to 0, the tumbling ability of the projectile will not affect the damage outcome on this material. | |
Cavitation Damage Multiplier |
Scalar | 3
|
Multiplier for cavitation damage. When set to 0, the cavitation ability of the projectile will not affect the damage outcome on this material. | |
Penetration Damage Model |
Boolean | 0
|
Allow penetration damage model\nENABLED (Material and Projectile):\n SpeedLoss * PenetrationDepth * PenetrationDensity / PenetrationSpeed\nDISABLED (Material or Projectile):\n InitSpeed * Mass |
ParticleEffectInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Vehicle Dust |
Array of Resource Names | 0
|
Vehicle dust particle effects | |
Blast |
Array of Resource Names | 0
|
Blast particle effects |
GameMaterial
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sound Info |
Object | 0
|
||
Hit Effect Info |
Object | 0
|
||
Collision Info |
Object | 0
|
||
Ballistic Info |
Object | 0
|
||
Particle Effect Info |
Object | 0
|
HierarchicalParametricMaterialInstanceComponent
Inherits from: ParametricMaterialInstanceComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Hierarchy Propagation |
Flags | 0
|
If the property value should be propagate to hierarchy. |
ParametricMaterialInstanceComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Accept Hierarchy Properties |
Flags | 0
|
If the property value should be accepted from hierarchy. | |
Color Albedo |
Color | 4
|
||
Color Emissive |
Color | 4
|
||
Emissive Multiplier |
Integer | 0
|
||
Use User Param One |
Boolean | 0
|
If user User Parameter One should be used | |
User Param One |
Integer | 0
|
Usually mud | |
Use User Param Two |
Boolean | 0
|
If user User Parameter Two should be used | |
User Param Two |
Integer | 0
|
Usually dirt | |
Use User Param Three |
Boolean | 0
|
If user User Parameter Three should be used | |
User Param Three |
Integer | 0
|
||
Use User Param Four |
Boolean | 0
|
If user User Parameter Four should be used | |
User Param Four |
Integer | 0
|
||
Use User Param Alpha |
Boolean | 0
|
If user User Parameter Alpha should be used | |
User Param Alpha |
Integer | 0
|
||
Custom Wetness Enabled |
Boolean | 0
|
If custom wetness is enabled. Custom wetness value itslef is then set in User Param Three | |
Sliding Drops Enabled |
Boolean | 0
|
If sliding rain drops are enabled. | |
Apply Properties When Mesh Changed |
Boolean | 0
|
If set to true same properties would be applied to mesh that was changed at runtime on entity |
DecalSlotInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Projection Offset |
Scalar | 3
|
Projection offset from PointInfo target transform | |
Projection Rotation |
Vector with 3 elements | 3
|
Projection rotation around PointInfo target transform | |
Far Plane |
Scalar | 3
|
Far plane - maximum distance for decal projection box | |
Stretch |
Scalar | 3
|
Stretch of decal | |
Scale |
Scalar | 3
|
Scale | |
Lifetime |
Scalar | 3
|
Decal lifetime, value <= 0 is indeffinite. | |
Create On Init |
Boolean | 0
|
||
Debug Draw |
Boolean | 0
|
||
Material |
Resource Name | 0
|
Decal material |
DecalZoneConfigurationItem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Show Threshold |
Scalar | 3
|
Show decal when hitzone accumulated at least provided damage alpha value (damage/maxDamage) | |
Decal Slot |
Object | 0
|
EntitySlotInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Auto Transform |
Boolean | 0
|
auto transform | |
Merge Physics |
Boolean | 0
|
merge physics | |
Child Pivot ID |
String | 0
|
offset defined by child node | |
Enabled |
Boolean | 0
|
Should the prefab be spawned. | |
Prefab |
Resource Name | 0
|
Prefab to spawn | |
Disable Physics Interaction |
Boolean | 0
|
Should attached object not collide with any parent | |
Inherit Parent Skeleton |
Boolean | 0
|
Should attached object inherit parent skeleton | |
Activate Physics On Detaching |
Boolean | 0
|
Should physics be activated when entity is detached from slot? | |
Deactivate Physics On Ataching |
Boolean | 0
|
Should physics be deactivated when entity is atached to slot? | |
Update Replication Parent |
Boolean | 0
|
The slot takes care of (un)registering the replication parent. Used only for entities with RplComponent that has \"Parent Node From Parent Entity\" disabled. Helpful in situations where some component complains that it's not compatible with the RplComponent's setting enabled or when nothing else handles setting the replication parent |
RegisteringComponentSlotInfo
Inherits from: EntitySlotInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Register Actions |
Boolean | 0
|
register action to parent | |
Register Damage |
Boolean | 0
|
register damage to parent | |
Register Controllers |
Boolean | 0
|
register controllers to parent | |
Register Weapons |
Boolean | 0
|
register weapons to parent | |
Register Compartments |
Boolean | 0
|
register compartments to parent | |
Register Lights |
Boolean | 0
|
register lights to parent | |
Register Action Signals |
Boolean | 0
|
register action signals to nearest parent | |
Count As Parent For Explosions |
Boolean | 0
|
If true, this entity will count as hitting the parent on traced explosions, and will not block traces to it. |
SlotManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Slots |
Array of Objects | 0
|
List of Entity slots | |
Slot Mappers |
Array of Objects | 0
|
PlayerController
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Player Entity Name |
String | 0
|
Player entity | |
Self Register |
Boolean | 0
|
Registers itself to Game as local controller. | |
Default Controlled Entity |
Resource Name | 0
|
Default entity to spawn if player controlled entity name is not set. | |
Default Player Camera |
Resource Name | 0
|
Default player camera to spawn after spawning default entity. |
SignalsComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
On Frame Update |
Boolean | 0
|
Enable/disable on-frame updating of the component | |
Filenames |
Resource Name | 0
|
SignalsSourceAccess
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
signals Suffix |
String | 0
|
Signals suffix |
CommunicationSoundComponent
Inherits from: SoundComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Stamina Threshold |
Scalar | 4
|
Threshold to start breathing | |
Stamina Threshold Minimum |
Scalar | 4
|
Minimum Threshold to start breathing heavily |
ProjectileSoundsManager
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Filenames |
Array of Resource Names | 0
|
||
Exclusion Radius |
Scalar | 2u
|
Projectiles spawned within this radius [m] relative to the listener are ignored | |
Subsonic |
Scalar | 2u
|
Maximum audible distance for subsonic projectiles [m] | |
Supersonic |
Scalar | 2u
|
Maximum audible distance for supersonic projectiles [m] |
SimpleSoundComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
On Frame Update |
Boolean | 0
|
Enable/disable on-frame updating of the component | |
Script Callbacks |
Boolean | 0
|
Callbacks for scripted methods | |
Distance Management |
Boolean | 0
|
Updating sounds and ability to play them automatically enabled or disabled based on their distance from camera | |
Include Inactive |
Boolean | 0
|
Distance management for inactive component |
SoundComponent
Inherits from: SimpleSoundComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sound Points |
Array of Objects | 0
|
VoNComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Speaking Range |
Scalar | 3
|
Speaking range in meters | |
Filename |
Resource Name | 0
|
Music
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Acp |
Resource Name | 0
|
.acp path where the music to play resides | |
Music Name |
String | 0
|
Name of the sound node of the music you want to play | |
Priority |
Integer | 0
|
Priority is used when shouldplay is evaluated | |
Interruptible |
Boolean | 0
|
Whether a interruption can stop the music from playing | |
Time between repeats |
Scalar | 3
|
Time (in seconds) of rest between repeating music (0 = Allow Repeat Directly) | |
Categories |
Flags | 0
|
Categories this sound belongs in |
MusicManager
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Fade out time interruption |
Scalar | 3
|
Time to use to fade out when an interruption happens (ms) | |
Fade out time force play |
Scalar | 3
|
Time to use to fade out when another music track is played (ms) | |
Time between music |
Scalar | 3
|
Time (in seconds) of rest between music ending and the next one playing | |
Min interruption volume |
Scalar | 3
|
Minimum volume for an interruption to stop the music that's currently playing | |
Music |
Array of Objects | 0
|
List of Music structures to include. |
AnimalAnimationComponent
Inherits from: BaseAnimPhysComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Layers |
Flags | 0
|
Interaction layers we belong to | |
Layer Preset |
String | 0
|
Presets of layer definitions | |
Collision Mass |
Scalar | 3
|
Collision mass | |
Collision Min |
Vector with 3 elements | 3
|
Min vector of collision shape | |
Collision Max |
Vector with 3 elements | 3
|
Max vector of collision shape |
AnimalControllerComponent
Inherits from: BaseControllerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Use speed mapping |
Boolean | 0
|
||
Speed mapping |
Array of Scalars | 3
|
AimingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Signals Source Access |
Object | 0
|
||
Provide Aiming Type |
Integer | 0
|
defines which aimning component will be used | |
Limits Horiz |
Vector with 2 elements | 3
|
Aiming horizontal limits (turn) | |
Limits Vert |
Vector with 2 elements | 3
|
Aiming vertical limits (elevation) | |
Init Aiming |
Vector with 2 elements | 3
|
Initial aiming | |
Aiming Max Speed |
Vector with 2 elements | 3
|
Aiming Max Speed | |
Aiming Speed Controls |
Vector with 2 elements | 3
|
Aiming Speed Controls |
BaseAnimPhysComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Anim Graph |
Resource Name | 0
|
Anim graph name | |
Anim Instance |
Resource Name | 0
|
Anim graph instance | |
Start Node |
String | 0
|
Node where to start from | |
Collision bone |
String | 0
|
Bone which is used as an offset for collision shape | |
Server LOD |
Integer | 0
|
Animation LOD on dedicated server |
BaseControllerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Draw Debug Info |
Boolean | 0
|
||
Apply Controls |
Boolean | 0
|
Should the controller be able to create inputs |
FlattenGrassParametersObject
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Side X |
Scalar | 3
|
||
Side Z |
Scalar | 3
|
||
Offset |
Scalar | 3
|
||
Center Lerp |
Scalar | 3
|
||
Time Down |
Scalar | 3
|
||
Max Height |
Scalar | 3
|
||
Shape Of Grass Flattening |
String | 0
|
Shape which is going to be used for grass flattening |
BaseFlattenGrassComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Parameters Collection |
Array of Objects | 0
|
Available configurations for grass flattening | |
Default Collection |
Integer | 0
|
Configuration to use by default from predefined parameters collection | |
Offset From Com |
Scalar | 3
|
How much the object should be high enough to disable the flattening of grass. (Only works with helicopter for now) |
MeshesVisibilitySwitchConfig
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Event |
String | 0
|
When change should be applied? | |
Meshes |
Array of Strings | 0
|
To which submeshes should be applied? | |
Hide Mesh |
Boolean | 0
|
Should we hide or show mesh when event arrives? |
BaseItemAnimationComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Always Active |
Boolean | 0
|
Should component be always active? Otherwise will be active only when synced with Character. | |
Anim Injection |
Object | 0
|
Character animation injection to be set to character's anim graph attachment node | |
Bind With Injection |
Boolean | 0
|
Bind commands only when character injection is setup | |
Auto Command Bind |
Boolean | 0
|
Automatically Bind all commands from template | |
Anim Commands To Bind |
Array of Strings | 0
|
Animation commands to be synchronized with character graph | |
Auto Variables Bind |
Boolean | 0
|
Automatically Bind all variables from template | |
Anim Variables To Bind |
Array of Strings | 0
|
Animation variables to be synchronized with character graph | |
Mesh Visibility Configurations |
Array of Objects | 0
|
||
Reset On Deactivation |
Boolean | 0
|
On component deactivation, should the internal animation state be reset and the base pose applied? | |
Simulate On Headless |
Boolean | 0
|
Should we simulate current animations on headless builds? | |
Deactivation Delay |
Scalar | 3
|
Delay before animations go to sleep when inactive state was requested |
PreloadEntry
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Prefab |
Resource Name | 0
|
||
Fully Preload |
Boolean | 0
|
Should the prefab be fully preloaded by spawning it in a world? |
BasePreloadManager
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Prefabs To Preload |
Array of Objects | 0
|
Prefabs to preload |
BaseStaminaComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Signals Source Access |
Object | 0
|
BaseVehicleNodeComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Default Node |
Boolean | 0
|
BaseBuilding
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
House Number |
Integer | 0
|
The unique number given to the building. |
BaseSlotComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attach Type |
Object | 0
|
||
Entity Prefab |
Resource Name | 0
|
Prefab to spawn in that slot. | |
Disable Physics Interaction |
Boolean | 0
|
Should attached object not collide with any parent | |
Inherit Parent Skeleton |
Boolean | 0
|
Should attached object inherit parent skeleton |
SlotBoneMappingObject
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Bone Prefix |
String | 0
|
Bone prefix to find | |
Prefab |
Resource Name | 0
|
What entity to spawn |
Building
Inherits from: BaseBuilding
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Is Building |
Boolean | 0
|
Mark this entity as a building | |
Slot Bone Mappings |
Array of Objects | 0
|
||
Adjust Height Map |
Boolean | 0
|
Modify terrain under building | |
Adjust Height Map Prio |
Integer | 0
|
Priority of terrain heightmap adjust | |
Falloff Start Width |
Scalar | 3
|
||
Falloff Width |
Scalar | 3
|
||
Underground Structure |
Boolean | 0
|
Tunnel, cellar etc. |
ClimbingDataComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Can Climb Over |
Boolean | 0
|
If false, this object cannot be climbed over by player - the jumping animation will be used instead. |
SoundPointEventInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Event |
Integer | 0
|
DoorComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Door Action |
Object | 0
|
||
Pivot ID |
String | 0
|
||
Open Both Ways |
Boolean | 0
|
Should the door open both ways | |
Door Width Is XYZ |
Integer | 0
|
Which dimension of the door's bounds is used for door width: X Y or Z | |
Angle Range |
Scalar | 3
|
Maximum angle of rotation of the Door hinge | |
Closed Angle |
Scalar | 3
|
Angle in which the Door is considered to be closed (must be lower or equal to the range) | |
Initial Angle |
Scalar | 3
|
Angle of the Door upon initialization | |
Open Time |
Scalar | 3
|
||
Door Animation Type |
Integer | 0
|
||
Max Impulse |
Scalar | 3
|
||
Softness |
Scalar | 3
|
||
Bias Factor |
Scalar | 3
|
||
Relaxation Factor |
Scalar | 3
|
||
Sound Filename |
Resource Name | 0
|
||
Sound Points |
Array of Objects | 0
|
||
Direction Change Angle Threshold |
Scalar | 4u
|
Alpha value to consider open and closed door as complete and allowed to change direction on next interaction.\n0 will mean blocked door at any time can change open/close state;\n1 will mean that only when the door is completed it's open/close angle it will be allowed to change open/close state | |
Test Contacts |
Boolean | 0
|
Should this door component perform contact tests | |
Test Collider |
String | 0
|
Collider that will be tested for contacts |
DoorSlotComponent
Inherits from: BaseSlotComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Door Mirrored |
Boolean | 0
|
Should door open the other way | |
Door Open Both Ways |
Boolean | 0
|
Should the door open both ways | |
Door Angle Range Override |
Scalar | 3
|
Change max angle (in degrees) for spawned door (-1 to disable). | |
Door Closed Angle Override |
Scalar | 3
|
Change closed angle (in degrees) for spawned door (-1 to disable). | |
Door Initial Angle Override |
Scalar | 3
|
Change initial angle (in degrees) for spawned door (-1 to disable). |
LadderExitPointInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Final Transform |
Object | 0
|
||
Apply Orientation |
Boolean | 0
|
||
Use As Entry Alignment |
Boolean | 0
|
LadderComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Bottom Front Position Info |
Object | 0
|
||
Top Front Position Info |
Object | 0
|
||
Top Left Position Info |
Object | 0
|
||
Top Right Position Info |
Object | 0
|
||
Enable Top Front Entry |
Boolean | 0
|
Should top front entry be allowed by default | |
Top Variant |
Integer | 0
|
Top front entry animation variant | |
Middle Lefts Position Info |
Array of Objects | 0
|
||
Middle Rights Position Info |
Array of Objects | 0
|
||
Ladder Step Length |
Scalar | 3
|
||
Visible in editor |
Boolean | 0
|
Visible in editor |
StreetLampComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Emissive Color |
Color | 4
|
Default emmisive color. | |
Use Electricity |
Boolean | 0
|
Should it use the electricity |
CameraBase
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
FOV |
Scalar | 3
|
Camera field of view | |
near Plane |
Scalar | 3
|
Camera near plane clipping | |
far Plane |
Scalar | 3
|
Camera far plane clipping | |
projection Type |
Integer | 0
|
Type of projection | |
camera Flags |
Flags | 0
|
Camera usage flags | |
lens Flare Set Type |
Integer | 0
|
Type of lens flare set | |
lens Flare Set User Name |
String | 0
|
Name for user lens flare set. |
CameraHandlerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Camera entity prefab |
Resource Name | 0
|
Camera prefab to spawn | |
Camera Set name |
String | 0
|
Name of camera set |
CameraManager
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Default Cam Name |
String | 0
|
Default camera name | |
Fov Mininum |
Scalar | 3
|
Minimum field of view | |
Fov Maximum |
Scalar | 3
|
Maximum field of view | |
Fov Firstperson |
Scalar | 3
|
First person field of view | |
Fov Thirdperson |
Scalar | 3
|
Third person field of view | |
Fov Vehicle |
Scalar | 3
|
Vehicle field of view | |
Default View Position |
Vector with 3 elements | 3
|
Default view position (meters), if no camera is present. | |
Default View Angles |
Vector with 3 elements | 3
|
Default view rotation (pitch,yaw,roll in degrees), if no camera is present. | |
Default View Fov |
Scalar | 3
|
Default view field of view, if no camera is present. | |
Default View Nearplane |
Scalar | 3
|
Default view near plane (in meters), if no camera is present. | |
Default View Farplane |
Scalar | 3
|
Default view far plane (in meters), if no camera is present. |
PlayerCamera
Inherits from: CameraBase
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Focus Mode FOV |
Scalar | 3
|
Camera field of view when in focus mode |
ScriptCharacterCommandMoveSettings
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Movement Filter Max Change |
Scalar | 6u
|
||
Movement Speed Anim Threshold |
Scalar | 6u
|
Speed threshold to start movement animation for no root motion target | |
Speed Variable Interpolation |
Scalar | 3
|
Speed at which we interpolate speed animation variable (units/s eg at value of 10 one unit of speed change will be interpolated over 100ms) | |
Max Slope |
Scalar | 3
|
Max slope angle of surface that character can move againsts. | |
Overencumberance Worst Speed Multiplier |
Scalar | 3
|
Speed multiplier applied to character movement when carrying 70+kg of gear. | |
Sample Slope Factor Smoothing Time |
Scalar | 3
|
Smoothing of slope sample factor (effectively angle player is moving against). Higher values mean more smoothing but slower reaction to changes. | |
Slope Slowdown Curve |
Array of Vectors with 2 elements | 3
|
How much will character max speed gets slowed down when moving against a slope. Curve gets sampled with fraction of (player movement angle) / (max slope angle) and the result will be slowdown factor of max speed. | |
Slope Speedup Curve |
Array of Vectors with 2 elements | 3
|
How much will character max speed gets sped up down when moving down a slope. Curve gets sampled with fraction of (player movement angle) / (max slope angle) and the result will be speedup factor of max speed. | |
Slope Stamina Penalty Curve |
Array of Vectors with 2 elements | 3
|
Describes the stamina regen penalty when moving against the slope. Curve gets sampled with fraction of (player movement angle) / (max slope angle) and the result will be used as stamina regen penalty. | |
Slope Stamina Bonus Curve |
Array of Vectors with 2 elements | 3
|
Describes the stamina regen bonus when moving down the slope. Curve gets sampled with fraction of (player movement angle) / (max slope angle) and the result will be used as stamina regen bonus. | |
Run Spring Timeout |
Scalar | 6u
|
||
Run Spring Max Change |
Scalar | 6u
|
||
Dir Filter Timeout |
Scalar | 6u
|
||
Dir Filter Speed |
Scalar | 6u
|
||
Max Sprint Angle |
Scalar | 6u
|
||
Rotation Change Blend |
Scalar | 6u
|
||
On Turn Speed Reduc Factor |
Scalar | 6u
|
||
On Turn No Reduc Angle |
Scalar | 6u
|
||
Turn Angle |
Scalar | 3
|
||
Turn End Update NTime |
Scalar | 6u
|
||
Turn Next NTime |
Scalar | 6u
|
||
Banking Strength |
Scalar | 3
|
Just a multiplier of how strongly the mouse movement transforms to banking. Higher value fills the max delta easier. | |
Banking Max Angle |
Scalar | 3
|
||
Banking Max Delta Growth |
Scalar | 3
|
Max change in the angle per second when the banking is increasing. | |
Banking Max Delta Decay |
Scalar | 3
|
Max change in the angle per second when returning from banking to 0. | |
Banking Max Delta Switching |
Scalar | 3
|
Max change in the angle per second when banking one side, but turning the other. | |
Banking Decay Delay |
Scalar | 3
|
After the peak in mouse movement speed, the character stays banked for *this time period* before returning to normal. Also smooths out any noise in input. | |
Banking Delta Early Decay Multiplier |
Scalar | 3
|
The multiplier of banking during the BankingDecayDelay period. | |
Banking Angle Curve |
Array of Vectors with 2 elements | 3
|
Describes the translation of final banking (after smoothing and clamping) into the angle - input is the fraction of the max angle, output is a multiplier of the result. | |
Sliding Pose Angle |
Scalar | 1u
|
||
Sliding Speed Lower |
Scalar | 4u
|
||
Sliding Friction |
Scalar | 4u
|
||
Allow Jump When Sliding |
Boolean | 0
|
||
Sliding Pose Track Time |
Scalar | 3
|
||
Sliding Pose Rep Time |
Scalar | 3
|
||
Heading Change Limiter Idle |
Scalar | 3
|
||
Heading Change Limiter Walk |
Scalar | 3
|
||
Heading Change Limiter Run |
Scalar | 3
|
||
Leaning Speed |
Scalar | 3
|
||
Lean Collision Test Distance |
Scalar | 3
|
||
Adjusted Stance Change Time |
Scalar | 3
|
||
Adjusted Stance Change Max Speed |
Scalar | 3
|
||
Weapon Deployment Adjusted Stance Change Time |
Scalar | 3
|
Time of dynamic adjust stance change 0->1 or 1->0 when stance is changed | |
Adjusted Stance Trace Length |
Scalar | 3
|
||
Adjusted Stance Upper Threshold |
Scalar | 3
|
||
Adjusted Stance Lower Threshold |
Scalar | 3
|
||
Detect Ladders |
Boolean | 0
|
enable ladder detection | |
Fall Time Ladder Detection |
Scalar | 3
|
Time of falling when ladder detection can start, any negative value will cancel detection during fall | |
Limit Fall Time Ladder Detection |
Scalar | 3
|
Limit previously set time to forbid automatic detection when fall time above this limit | |
Max Enter Ladder Angle |
Scalar | 3
|
max allowed angle between character and ladder for entering (deg) | |
Min Ladder Tangent Angle |
Scalar | 3
|
min angle of ladder allowed for climbing (deg) | |
Max Ladder Tangent Angle |
Scalar | 3
|
max angle of ladder allowed for climbing (deg) | |
Speed Erect Slow Forward |
Scalar | 5u
|
Slow forward movement speed (in m/s) | |
Speed Erect Slow Backward |
Scalar | 5u
|
Slow backward movement speed (in m/s) | |
Speed Erect Slow Strafe |
Scalar | 5u
|
Slow side movement speed (in m/s) | |
Speed Erect Normal Forward |
Scalar | 5u
|
Normal forward movement speed (in m/s) | |
Speed Erect Normal Backward |
Scalar | 5u
|
Normal backward movement speed (in m/s) | |
Speed Erect Normal Strafe |
Scalar | 5u
|
Normal side movement speed (in m/s) | |
Speed Erect Fast Forward |
Scalar | 5u
|
Fast forward movement speed (in m/s) | |
Speed Erect Fast Strafe |
Scalar | 5u
|
Fast side movement speed (in m/s) | |
Speed Crouch Slow Forward |
Scalar | 5u
|
Slow forward movement speed (in m/s) | |
Speed Crouch Slow Backward |
Scalar | 5u
|
Slow backward movement speed (in m/s) | |
Speed Crouch Slow Strafe |
Scalar | 5u
|
Slow side movement speed (in m/s) | |
Speed Crouch Normal Forward |
Scalar | 5u
|
Normal forward movement speed (in m/s) | |
Speed Crouch Normal Backward |
Scalar | 5u
|
Normal backward movement speed (in m/s) | |
Speed Crouch Normal Strafe |
Scalar | 5u
|
Normal side movement speed (in m/s) | |
Speed Crouch Fast Forward |
Scalar | 5u
|
Fast forward movement speed (in m/s) | |
Speed Crouch Fast Strafe |
Scalar | 5u
|
Fast side movement speed (in m/s) | |
Speed Prone Slow Forward |
Scalar | 5u
|
Slow forward movement speed (in m/s) | |
Speed Prone Slow Backward |
Scalar | 5u
|
Slow backward movement speed (in m/s) | |
Speed Prone Slow Strafe |
Scalar | 5u
|
Slow side movement speed (in m/s) | |
Speed Prone Normal Forward |
Scalar | 5u
|
Normal forward movement speed (in m/s) | |
Speed Prone Normal Backward |
Scalar | 5u
|
Normal backward movement speed (in m/s) | |
Speed Prone Normal Strafe |
Scalar | 5u
|
Normal side movement speed (in m/s) | |
Speed Prone Fast Forward |
Scalar | 5u
|
Fast forward movement speed (in m/s) | |
Speed Prone Fast Strafe |
Scalar | 5u
|
Fast side movement speed (in m/s) | |
Speed Erect Slope Slow Forward |
Scalar | 5u
|
Slow forward movement speed (in m/s) | |
Speed Erect Slope Slow Backward |
Scalar | 5u
|
Slow backward movement speed (in m/s) | |
Speed Erect Slope Slow Strafe |
Scalar | 5u
|
Slow side movement speed (in m/s) | |
Speed Erect Slope Normal Forward |
Scalar | 5u
|
Normal forward movement speed (in m/s) | |
Speed Erect Slope Normal Backward |
Scalar | 5u
|
Normal backward movement speed (in m/s) | |
Speed Erect Slope Normal Strafe |
Scalar | 5u
|
Normal side movement speed (in m/s) | |
Speed Erect Slope Fast Forward |
Scalar | 5u
|
Fast forward movement speed (in m/s) | |
Speed Erect Slope Fast Strafe |
Scalar | 5u
|
Fast side movement speed (in m/s) | |
Speed Crouch Slope Slow Forward |
Scalar | 5u
|
Slow forward movement speed (in m/s) | |
Speed Crouch Slope Slow Backward |
Scalar | 5u
|
Slow backward movement speed (in m/s) | |
Speed Crouch Slope Slow Strafe |
Scalar | 5u
|
Slow side movement speed (in m/s) | |
Speed Crouch Slope Normal Forward |
Scalar | 5u
|
Normal forward movement speed (in m/s) | |
Speed Crouch Slope Normal Backward |
Scalar | 5u
|
Normal backward movement speed (in m/s) | |
Speed Crouch Slope Normal Strafe |
Scalar | 5u
|
Normal side movement speed (in m/s) | |
Speed Crouch Slope Fast Forward |
Scalar | 5u
|
Fast forward movement speed (in m/s) | |
Speed Crouch Slope Fast Strafe |
Scalar | 5u
|
Fast side movement speed (in m/s) | |
Speed Prone Slope Slow Forward |
Scalar | 5u
|
Slow forward movement speed (in m/s) | |
Speed Prone Slope Slow Backward |
Scalar | 5u
|
Slow backward movement speed (in m/s) | |
Speed Prone Slope Slow Strafe |
Scalar | 5u
|
Slow side movement speed (in m/s) | |
Speed Prone Slope Normal Forward |
Scalar | 5u
|
Normal forward movement speed (in m/s) | |
Speed Prone Slope Normal Backward |
Scalar | 5u
|
Normal backward movement speed (in m/s) | |
Speed Prone Slope Normal Strafe |
Scalar | 5u
|
Normal side movement speed (in m/s) | |
Speed Prone Slope Fast Forward |
Scalar | 5u
|
Fast forward movement speed (in m/s) | |
Speed Prone Slope Fast Strafe |
Scalar | 5u
|
Fast side movement speed (in m/s) | |
Dynamic Speed Erect Min |
Scalar | 5u
|
Minimum erect dynamic speed multiplier. | |
Dynamic Speed Crouch Min |
Scalar | 5u
|
Minimum crouch dynamic speed multiplier. | |
Dynamic Speed Prone Min |
Scalar | 5u
|
Minimum prone dynamic speed multiplier. | |
Speed Multiplier ADS |
Scalar | 5u
|
Proportion of ADS speed to normal speed | |
Speed Air Control |
Scalar | 5u
|
speed of air control m/s | |
Slope Locomotion |
Boolean | 0
|
Allow slope locomotion | |
Velocity To Jump Force Delta |
Scalar | 5u
|
negative force scaler applied to initial velocity before jumping (in other words - how much of movement velocity will be transfered to jump translation vector), lower value will reduce the length of jump, higher will increase it | |
Air Time Before Fall |
Scalar | 5u
|
Air time in seconds before transition to fall command | |
Max Prone Slope Angle |
Scalar | 5u
|
Max allowed slope angle for prone before automatically switching to crouch | |
Max Crouch Slope Angle |
Scalar | 5u
|
Max allowed slope angle for crouch before automatically switching to prone | |
Slope Based Stance |
Boolean | 0
|
Should stance be changed based on slope angle? | |
Innertia Curve |
Array of Vectors with 2 elements | 3
|
Acceleration alpha for different movement states (t0 - idle; t1 - sprint) | |
Curve Keys Tangential Tension |
Scalar | 3
|
Tension to be used for curve key control points | |
Heading Change Speed Min |
Scalar | 3
|
Heading change speed lower bound deg/s | |
Heading Change Speed Max |
Scalar | 3
|
Heading change speed upper bound deg/s | |
Heading Adjustment Speed Reduction |
Array of Vectors with 2 elements | 3
|
Heading adjustment upper bound speed reduction X (t0 - idle; t1 - sprint) Y (t0 - no reduction; t1 - full reduction) | |
Initiate Turn Minimal Angle Threshold |
Scalar | 3
|
In deg. Aim Offset from heading after which auto alignment timer would kick off (player *has* to stop adjusting aiming for the turn to start within this range). | |
Initiate Turn Minimal Angle Time |
Scalar | 3
|
In seconds. If character aim heading offset is above specified limit, it should take at least this amount of character idle time in order to start turn animation. | |
Initiate Turn Non Idle Angle Threshold |
Scalar | 3
|
In deg. Aim Offset from heading after which auto alignment timer would kick off (player *does not have* to stop adjusting aiming for the turn to start within this range). | |
Initiate Turn Non Idle Angle Time |
Scalar | 3
|
In seconds. If character aim heading offset is above specified limit, it should take at least this amount of time in order to start turn animation. | |
Max Allowed Turns Angle Offset |
Scalar | 3
|
In deg. Aim Offset from heading after which auto alignment triggers immediately. | |
Override Idle Turns Limits In Prone |
Boolean | 0
|
Allows to set separate idle turns limits for the prone stance. | |
Prone Initiate Turn Minimal Angle Threshold |
Scalar | 3
|
In deg. Aim Offset from heading after which auto alignment timer would kick off (player *has* to stop adjusting aiming for the turn to start within this range). | |
Prone Initiate Turn Minimal Angle Time |
Scalar | 3
|
In seconds. If character aim heading offset is above specified limit, it should take at least this amount of character idle time in order to start turn animation. | |
Prone Initiate Turn Non Idle Angle Threshold |
Scalar | 3
|
In deg. Aim Offset from heading after which auto alignment timer would kick off (player *does not have* to stop adjusting aiming for the turn to start within this range). | |
Prone Initiate Turn Non Idle Angle Time |
Scalar | 3
|
In seconds. If character aim heading offset is above specified limit, it should take at least this amount of time in order to start turn animation. | |
Prone Max Allowed Turns Angle Offset |
Scalar | 3
|
In deg. Aim Offset from heading after which auto alignment triggers immediately. | |
Climbing Animations Thresholds |
Array of Scalars | 3
|
Thresholds (in centimeters) for climbing types. Heights smaller than 1st element will trigger climbing type 1, with each successive brackter triggering climbing type higher by one. Climbing higher than the last value will not be allowed. |
CharacterAimingComponent
Inherits from: AimingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Crouch Limits Horizontal |
Vector with 2 elements | 5u
|
Yaw aiming limits of held weapon relative to body direction in crouch stance (in deg) | |
Crouch Limits Vertical |
Vector with 2 elements | 5u
|
Pitch aiming limits of held weapon relative to body direction in crouch stance (in deg) | |
Prone Limits Horizontal |
Vector with 2 elements | 5u
|
Yaw aiming limits of held weapon relative to body direction in prone stance (in deg) | |
Prone Limits Vertical |
Vector with 2 elements | 5u
|
Yaw aiming limits of held weapon relative to body direction in prone stance (in deg) | |
Deployed Sensitivity Scaler |
Vector with 2 elements | 5u
|
Aim sensitivity scaler when weapon is deployed | |
Aim Modifiers |
Array of Objects | 0
|
||
Zeroing Interpolation Speed |
Scalar | 5u
|
Rate at which interpolation of zeroing across different muzzles of a weapon works. | |
Shoulder |
Object | 0
|
PhysAgentCollisionShapeItem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Shape |
Integer | 0
|
||
Size |
Vector with 3 elements | 3
|
Full size for box shape \t diameter from x component for sphere/capsule/cylinder \t height from y component for capsule/cylinder | |
Offset |
Vector with 3 elements | 3
|
Collision offset from center of mass | |
Dynamic Offset |
Vector with 3 elements | 3
|
Additive Collision offset from center of mass towards movement direction | |
Step Height |
Scalar | 3
|
CharacterAnimationComponent
Inherits from: BaseAnimPhysComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Layers |
Flags | 0
|
Interaction layers we belong to | |
Default Shape Layer |
Flags | 0
|
Default shape interaction layer | |
Freshwater Layer |
Flags | 0
|
Freshwater layer | |
Layer Preset |
String | 0
|
Presets of layer definitions | |
Dynamic BBox |
Boolean | 0
|
Dynamic bbox is generated from bones positions, if not it will use static defined capsule | |
Apply Recoil Anim |
Boolean | 0
|
Apply recoil anim on character | |
Use Simple Physics Controller |
Boolean | 0
|
Use simplified physics controller | |
Ragdoll Disable Timer |
Scalar | 3
|
How long ragdoll state should have active physics (s)/nIn case ragdoll would go to sleep - timer would be interrupted and physics deactivated | |
Ik Pose Bones Blend |
Array of Strings | 0
|
Bones to be included into hands IK pose blend (usually represents WeaponIK node change for left hand, as it is being driven by ik pose from animation) | |
Unarmed Ik Pose |
Resource Name | 0
|
Hand IK Pose when unarmed | |
Collider Stand |
Object | 0
|
||
Collider Crouch |
Object | 0
|
||
Collider Prone |
Object | 0
|
||
Collider Jump |
Object | 0
|
||
Collider Swim |
Object | 0
|
||
Collider Ladder |
Object | 0
|
||
Collider Vehicle |
Object | 0
|
||
Collider Weapon Deployment Stand |
Object | 0
|
||
Collider Weapon Deployment Crouch |
Object | 0
|
||
Collider Weapon Deployment Prone |
Object | 0
|
||
Ragdoll Layer |
Flags | 0
|
Ragdoll interaction layer | |
Definition |
Resource Name | 0
|
Ragdoll definition | |
Max Ragdoll Effectors |
Integer | 0
|
||
Ragdoll Effector Linear Scale |
Scalar | 3
|
Overall linear effector scaler when applied to ragdoll | |
Ragdoll Effector Angular Scale |
Scalar | 3
|
Overall angular effector scaler when applied to ragdoll | |
Ragdoll Hips Max Speed |
Scalar | 3
|
Max possible speed of ragdoll (m/s) | |
Ragdoll Hips Max Spin |
Scalar | 3
|
Max possible spin of ragdoll (m/s) | |
Special Handling Layer |
Flags | 0
|
Special handling layer | |
Animate Ragdoll Replay Final Pose |
Boolean | 0
|
Either final state of ragdoll should be animated over time or simply applied when not visible by player |
CharacterCommandHandlerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Static Layer |
Flags | 0
|
Interaction layer of static objects | |
Vehicles Layers |
Flags | 0
|
Interaction layers for vehicles | |
Ladders Layers |
Flags | 0
|
Interaction layers for ladder detection | |
Ladder Detect Max Dist |
Scalar | 3
|
Max distance from character location to ladder step to detect it | |
Fall Landtype None |
Scalar | 3
|
Falling distance until which the landing is considered None | |
Fall Landtype Light |
Scalar | 3
|
Falling distance until which the landing is considered Light | |
Fall Landtype Medium |
Scalar | 3
|
Falling distance until which the landing is considered Medium | |
Body Offset Reference Point |
Object | 0
|
point which is used as an offset for obstruction test | |
Obstruction Layers |
Flags | 0
|
Layers which should be obstructing weapon | |
Obstruction Interpolation Speed |
Scalar | 3
|
Speed of interpolation as n * delta time. 0 to disable. | |
Move Settings |
Object | 0
|
||
Climb Settings |
Object | 0
|
CharacterControllerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Left Hand Position |
Object | 0
|
||
Right Hand Position |
Object | 0
|
||
Action Delay Time Stance Change |
Scalar | 5u
|
Delay time between stance changes that the character cannot perform certain actions (in s) | |
Sprint Interrupt Duration |
Scalar | 5u
|
How much time should pass before we can return to sprint after it is being interrupted and sprint is not blocked anymore (in seconds) | |
Jump Up Velocity |
Scalar | 5u
|
Jump acceleration in Y axis (in m/s) | |
Aiming Speed |
Scalar | 2u
|
Aiming change speed relative to input (deg/s) | |
Wait For Throw Reset Action |
Boolean | 0
|
Should user release action button before next attempt to throw when previous throwing was canceled | |
Change Weapon When No Grenades |
Boolean | 0
|
Should character change weapon to previously selected when there's no grenades left in inventory after throw | |
Lock Down Aim In Adjusted Stance |
Boolean | 0
|
Should down aim should be locked when in adjusted stance | |
Input Aim Limits |
Vector with 2 elements | 3
|
Input aim limits in deg/sec, 0 for unlimited, applied before aiming speed scaler | |
Legs Damage Can Move Threshold |
Scalar | 3
|
Above what scaled damage (0-1) character cannot jog, sprint or jump | |
Death Timer |
Scalar | 1u
|
For how long we should be dying | |
Vehicle Ragdoll Speed |
Scalar | 2u
|
When character exits vehicle moving above this speed, it ragdolls.(km/h) | |
Water Movement Limits |
Array of Vectors with 2 elements | 3
|
Curve representing the limits where X axis represents no depth up to swimming depth alpha and Y axis represents speed limit from none to full stop | |
Allow Light Impact Anim |
Boolean | 0
|
||
Aiming PID |
Vector with 3 elements | 3
|
Aiming PID values for AIs | |
Aiming PIDMax Error Integral |
Scalar | 2u
|
Max value of integral component of PID controller for aiming | |
Aiming PIDClose Multiplier |
Scalar | 2u
|
Value to multiply PID controller numbers when close enough to target (distance defined by AimingPIDTargetCLoseDistance) | |
Aiming PIDCTarget Close Distance |
Scalar | 2u
|
Distance in which the PID values should be multiplied by AimingPIDCloseMultiplier | |
Lean Speed |
Scalar | 3u
|
Lean speed. Value multiplied by timeslice (s) | |
Lean Velocity |
Scalar | 3u
|
How much is added to every frame to target lean. Higher will mean harder to lean precisely. Lower will mean very long to lean fully. Only used with keyboard. | |
Lean Nearest Limit |
Scalar | 5u
|
If the leaning value is > -value and < value, the leaning value will be snapped to 0. This is how variable leaning is deactivated. | |
Allow Roll Animation |
Boolean | 0
|
||
Hold Input For Roll |
Boolean | 0
|
||
Allow Ragdoll Effectors From Damage |
Boolean | 0
|
CharacterHeadAimingComponent
Inherits from: AimingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Aim Pivot |
Object | 0
|
Pivot point around which head should be rotating | |
Absolute Look Limits Du |
Vector with 2 elements | 3
|
Absolute vertical limits of combined angles (head + aim direction) | |
Absolute Look Limits Lr |
Vector with 2 elements | 3
|
Absolute horizontal limits of combined angles (head + aim direction) | |
Pitch Reduction |
Array of Vectors with 2 elements | 3
|
Pitch reduction curve, where x represents current alpha of yaw side limit and y represents interpolation alpha between minimum and maximum limits of the pitch | |
Absolute Look Limits Du Unconscious |
Vector with 2 elements | 3
|
Absolute vertical limits of combined angles (head + aim direction) while unconscious | |
Absolute Look Limits Lr Unconscious |
Vector with 2 elements | 3
|
Absolute horizontal limits of combined angles (head + aim direction) while unconscious |
CharacterIdentityComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Override |
Boolean | 0
|
Override global config with local version | |
Identity |
Object | 0
|
CharacterSoundComponent
Inherits from: SoundComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Foliage Collision Layer |
String | 0
|
Layer used for foliage collision | |
Foliage Collision Radius |
Scalar | 2u
|
Radius [m] for foliage detection | |
Impulse Threshold |
Scalar | 3
|
||
Velocity Threshold |
Scalar | 3
|
||
Obstruction Threshold |
Scalar | 3
|
CharacterStaminaComponent
Inherits from: BaseStaminaComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Stamina Regain Per S |
Scalar | 4
|
How fast stamina recovers | |
Stamina Drain Run |
Scalar | 4
|
How fast stamina is used when running | |
Stamina Drain Sprint |
Scalar | 4
|
How fast stamina is used when sprinting | |
Default Character Mass |
Scalar | 2
|
Mass of empty/naked character in kg | |
Encumbrance Mass Min |
Scalar | 2
|
Mass in kg, above which encumbrance starts to influence stamina | |
Encumbrance Mass Max |
Scalar | 2
|
Mass in kg, at which encumbrance has the biggest effect | |
Encumbrance Drain Max |
Scalar | 4
|
Maximum possible stamina drain caused by max encumbrance | |
Breath Normal Frequency |
Scalar | 4
|
Amount of breath ins and outs taken per second | |
Breath Normal Magnitude |
Scalar | 4
|
The magnitude of each breath | |
Breath Exhausted Frequency |
Scalar | 4
|
Amount of breath ins and outs taken per second | |
Breath Exhausted Magnitude |
Scalar | 4
|
The magnitude of each breath | |
Weapon Partial Lowering Times |
Vector with 2 elements | 2
|
Min and Max timer of weapon partial lowering |
CharacterWeaponSlotComponent
Inherits from: WeaponSlotComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Holstered Hidden |
Boolean | 0
|
Should be hidden when holstered | |
Smoothing Speed |
Scalar | 3
|
Speed of smoothing animation of weapons |
CompartmentAccessComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Compartment Layer Preset |
String | 0
|
Physics preset when in compartment | |
Teleport When Blocked |
Boolean | 0
|
Should we teleport occupant outside the vehicle, when all exits are blocked? | |
Teleport Direction |
Integer | 0
|
Prefered telport direction when vehicle is turned around or teleporting from blocked state. |
FactionIdentity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Visual Identity Array |
Array of Objects | 0
|
List of possible visual identities | |
Sound Identity Array |
Array of Objects | 0
|
List of possible sound identities | |
Social Identity |
Object | 0
|
Social identity of faction |
Identity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Visual Identity |
Object | 0
|
Visual identity config | |
Sound Identity |
Object | 0
|
Sound identity config | |
Name |
String | 0
|
Name of this character. | |
Alias |
String | 0
|
Alias of this character. | |
Surname |
String | 0
|
Surname of this character. |
IdentityBodyMesh
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Part Type |
String | 0
|
Name of the part of body. | |
Healthy Version |
String | 0
|
Name of healthy version | |
Wound Version |
String | 0
|
Name of wounded version |
MeshConfig
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Submeshes Of Body |
Array of Objects | 0
|
Submeshes of body. |
SocialIdentity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Names Config |
Array of Strings | 0
|
List of possible names. | |
Aliases Config |
Array of Strings | 0
|
List of possible aliases. | |
Surnames Config |
Array of Strings | 0
|
List of possible surnames. |
SoundIdentity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Voice ID |
Integer | 0
|
Type of the voice | |
Voice Pitch |
Scalar | 3
|
Pitch of the voice |
VisualIdentity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Head |
Resource Name | 0
|
Head of the character. | |
Body |
Resource Name | 0
|
Body of the character. | |
Body Meshes Config |
Object | 0
|
List of meshes of body. |
BaseEffectComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attach To Parent |
Boolean | 0
|
Should be attached to parent entity | |
Emitter Entity Class |
String | 0
|
Entity class to be spawned, it will have particle effect as visual object | |
Particle Effect |
Resource Name | 0
|
Particle effect | |
Effect Orient Up |
Boolean | 0
|
Should effect be oriented Y up (true) or using parent entity normal (false)? | |
Enabled On Dedicated Server |
Boolean | 0
|
Should the effect works on a dedicated server? |
CaseEjectingEffectComponent
Inherits from: MuzzleEffectComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Water Surface |
Scalar | 3
|
Surface value for water. | |
Has Sound |
Boolean | 0
|
Should the effect trigger sound? |
HitEffectComponent
Inherits from: BaseEffectComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Stop Sound With Particles |
Boolean | 0
|
Whether sound should stop playing along particles or it should keep playing after particles end. | |
Sound Stop Offset |
Integer | 0
|
Time (in ms) before the particles end to stop the sound. |
MotorExhaustEffectComponent
Inherits from: BaseEffectComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
RPMSignal |
String | 0
|
Name of signal which holds RPM of engine. | |
Thrust Signal |
String | 0
|
Name of signal which holds thrust of engine. | |
Max RPM |
Scalar | 3
|
Simple rate of effect will be proportion between current RPM and max RPM | |
Effect Position |
Object | 0
|
MultiBarrelMuzzleEffectComponent
Inherits from: BaseEffectComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Effect Positions |
Array of Objects | 0
|
Effect position for each barrel. Ideally, there is one effect position for each barrel of the muzzle component, but if not, the effect position can wrap around or ignore any higher barrel. See Warp Barrel Index below | |
Reset On Fire |
Boolean | 0
|
||
Override By Attachment |
Boolean | 0
|
If set, any attachment on the muzzle behind this entity (including the weapon entity itself) that overrides muzzle effect will prevent this effect from playing. Used for example to have different muzzle flashes with suppressors | |
Wrap Barrel Index |
Boolean | 0
|
If the muzzle component has more barrels than defined in Effect Positions, barrel index is wrapped back into the range if this is true. Otherwise, barrels with a number above the number of defined effect positions will not play any effect at all. |
MuzzleEffectComponent
Inherits from: BaseEffectComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Effect Position |
Object | 0
|
||
Reset On Fire |
Boolean | 0
|
||
Override By Attachment |
Boolean | 0
|
ElectricityComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Node Type |
Integer | 0
|
||
Radius |
Scalar | 3
|
||
Dynamic |
Boolean | 0
|
Faction
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Faction Key |
String | 0
|
Unique identifier for this faction. | |
Faction Color |
Color | 4
|
Color representation of this faction. | |
UIInfo |
Object | 0
|
Data for displaying in user interface. | |
Identity of soldiers |
Object | 0
|
Identity of faction soldiers. |
FactionAffiliationComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
faction affiliation |
String | 0
|
faction affiliation |
FactionManager
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Factions |
Array of Objects | 0
|
BaseGameMode
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Player Controller Prefab |
Resource Name | 0
|
Prefab that will be used for connection players. |
GamepadEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Name |
String | 0
|
Name used to identity the effect. | |
Context Name |
String | 0
|
GamepadEffectContext (defined in GamepadEffectsManagerComponent) to which this effect belongs to. | |
Priority |
Integer | 0
|
Effects with higher priority are selected. | |
Auto Disable Timeout |
Scalar | 3
|
Seconds after which the effect will be auto-disabled. Zero means never. |
GamepadEffectContext
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Name |
String | 0
|
The unique identifier of this context which will be used for GamepadEffects registration and hashmap searches. |
GamepadEffectsManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Effect Contexts |
Array of Objects | 0
|
||
Owned Effects |
Array of Objects | 0
|
GamepadLightEffect
Inherits from: GamepadEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Light Color |
Color | 4
|
Gamepad light color to be used. | |
Time Period |
Scalar | 3
|
Time period of the light animation (in seconds). |
GamepadRumbleEffect
Inherits from: GamepadEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Rumble Impact |
Integer | 0
|
Strength of the rumble effect. | |
Rumble Interval |
Integer | 0
|
Duration of the rumble effect. | |
Loop Times |
Integer | 0
|
How many times the effect will loop. 0 means no looping. | |
Start Delay |
Scalar | 3
|
Start delay (in seconds). |
GamepadTriggerEffect
Inherits from: GamepadEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Trigger Type |
Integer | 0
|
Gamepad trigger (Left/Right) | |
Trigger Effect Type |
Integer | 0
|
Gamepad trigger effect type | |
Trigger Effect Curve |
Array of Vectors with 2 elements | 3
|
Feedback-Strength/Rumble-Amplitude curve for the gamepad trigger effect.\nHorizontal axis range [0, 10).\nVertical axis range [0, 9). | |
Trigger Effect Frequency |
Integer | 0
|
Vibration frequency in range [0-255] Hertz, when Trigger Effect Type is set to 'Rumble'. | |
Variable Frequency |
Boolean | 0
|
Is frequency variable? | |
Frequency Delta |
Integer | 0
|
Range [-255, 255]. How much of this is taken into account depends on SetFrequencyDeltaAmount(). | |
Variable Amplitude |
Boolean | 0
|
Is curve amplitude variable? | |
Amplitude Delta |
Integer | 0
|
Range [-8, 8]. How much of this is taken into account depends on SetAmplitudeDeltaAmount(). |
GamepadVibrationEffect
Inherits from: GamepadEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Filename |
Resource Name | 0
|
WeaponGamepadEffectsManagerComponent
Inherits from: GamepadEffectsManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Default Chambered Trigger effect |
Object | 0
|
Default Chambered Fire Trigger effect used when FireMode doesn't have one. | |
Default ADS Trigger effect |
Object | 0
|
Default Chambered Trigger effect used when BaseMuzzleComponent doesn't have one. | |
Default Deployment effect |
Object | 0
|
Default Deployment Trigger effect used when BaseWeaponComponent doesn't have one. | |
Default Empty Fire Trigger effect |
Object | 0
|
Default Empty Fire Trigger effect used when FireMode doesn't have one. | |
Default Firing Trigger effect |
Object | 0
|
Default Firing Trigger effect used when FireMode doesn't have one. |
BaseHUDComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Info Displays |
Array of Objects | 0
|
BaseInfoDisplay
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Visible At Parent |
Boolean | 0
|
GroupInfoDisplay
Inherits from: BaseInfoDisplay
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Info Displays |
Array of Objects | 0
|
UIInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Name |
String | 0
|
Name to be displayed in player UI. | |
Description |
String | 0
|
Description text to be displayed in player UI. | |
Icon |
Resource Name | 0
|
Resource for icon to be displayed in player UI. |
BaseInventoryStorageComponent
Inherits from: InventoryItemComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Priority |
Integer | 0
|
Storage priority | |
Storage Purpose |
Flags | 0
|
Storage usage purpose | |
Use Capacity Coefficient |
Boolean | 0
|
Base the item storage capacity on its physical dimensions (volume). | |
Capacity Coefficient |
Scalar | 3
|
Amount of item volume to be considered as allowed cumulative capacity. | |
Max Cumulative Volume |
Scalar | 3
|
Maximum cumulative volume capacity in cm^3 | |
Max Item Size |
Vector with 3 elements | 3
|
Maximum allowed item size (item can be rotated) cm | |
Save In Loadout |
Boolean | 0
|
||
Use Virtual Inventory Replication |
Boolean | 0
|
Should this storage has a virtual inventory | |
Virtual Inventory Prefab |
Resource Name | 0
|
Prefab that will be used for replication of the inventory. |
CharacterInventoryStorageComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Character Preview Prefab |
Resource Name | 0
|
Character preview Prefab |
CharacterVicinityComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Discovery Radius |
Scalar | 3
|
Vicinity discovery radius in meters | |
Discovery Interval |
Scalar | 3
|
Vicinity refresh interval in seconds |
EquipmentStorageSlot
Inherits from: InventoryStorageSlot
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Allowed Item Types |
Array of Strings | 0
|
Item types that are allowed to be attached to current slot (see ECommonItemType enum for possible values) | |
Affected By Ocluders |
Array of Strings | 0
|
Loadout ocluder types that disable item in this slot | |
Animated Mesh Refference |
Resource Name | 0
|
In case of entity owner have changeable mesh at runtime, setting animated mesh reference allows you to configure alternative state of slot transformation | |
Debug Anim Mesh Slotting |
Boolean | 0
|
||
Resting Offset |
Vector with 3 elements | 5u
|
Alternative Offset from the origin for mesh item without skeleton | |
Resting Angles |
Vector with 3 elements | 5u
|
Alternative Orientation around axes for mesh item without skeleton |
InventoryItemComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attributes |
Object | 0
|
||
Wb Placement From Attributes |
Boolean | 0
|
When placing item in world editor, respect properties specified in ItemAttributeCollection |
InventoryMagazineComponent
Inherits from: InventoryItemComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Weight Per Ammo |
Scalar | 3
|
ItemsInitConfigurationItem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Target Storage |
String | 0
|
||
Target Purpose |
Integer | 0
|
Locate storage on prefab with set purpose | |
Prefabs To Spawn |
Array of Resource Names | 0
|
Prefabs to spawn at target storage |
InventoryStorageManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Initial Inventory Items |
Array of Objects | 0
|
Configuration list of initial items in inventory |
InventoryStorageSlot
Inherits from: EntitySlotInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Inspection Widget Offset |
Vector with 3 elements | 5u
|
Offset from the origin |
ItemPreviewManagerEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Preview World |
Resource Name | 0
|
Preview world prefab | |
Default Render Attributes |
Object | 0
|
MultiSlotConfiguration
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Slot Template |
Object | 0
|
Storage slot template | |
Num Slots |
Integer | 0
|
PreviewAnimationComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Weapon Attachment Info |
Object | 0
|
Weapon attachment for anim instance |
UniversalInventoryStorageComponent
Inherits from: BaseInventoryStorageComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Initial Storage Slots |
Array of Objects | 0
|
List of initial slots in storage | |
Multi Slots |
Array of Objects | 0
|
List of slots used for multiple items spawn |
AimingModifierAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Erect Limits Horizontal |
Vector with 2 elements | 5u
|
Yaw (horizontal) aiming limits of held weapon relative to body direction in erect stance (in deg) | |
Erect Limits Vertical |
Vector with 2 elements | 5u
|
Pitch (vertical) aiming limits of held weapon relative to body direction in erect stance (in deg) | |
Crouch Limits Horizontal |
Vector with 2 elements | 5u
|
Yaw (horizontal) aiming limits of held weapon relative to body direction in crouch stance (in deg) | |
Crouch Limits Vertical |
Vector with 2 elements | 5u
|
Pitch (vertical) aiming limits of held weapon relative to body direction in crouch stance (in deg) | |
Prone Limits Horizontal |
Vector with 2 elements | 5u
|
Yaw (horizontal) aiming limits of held weapon relative to body direction in prone stance (in deg) | |
Prone Limits Vertical |
Vector with 2 elements | 5u
|
Pitch (vertical) aiming limits of held weapon relative to body direction in prone stance (in deg) | |
Deployment ADSLimits Horizontal |
Vector with 2 elements | 5u
|
Yaw (horizontal) ADS limits (transition from ADS to 1pv) of held weapon relative to body direction while deployed (in deg) | |
Deployment ADSLimits Vertical |
Vector with 2 elements | 5u
|
Pitch (vertical) ADS limits (transition from ADS to 1pv) of held weapon relative to body direction while deployed (in deg) | |
Deployment ADSLimits Distance |
Vector with 2 elements | 5u
|
Maximum distance of eye to sights of held weapon while deployed (in meters). Range between two values is used to prevent constant disengagement/reengagement as a threshold. | |
Prone Deployment Vertical Aim Limits |
Vector with 2 elements | 5u
|
Vertical aim angle limits of weapon deployment relative to starting deploying direction (in deg) | |
Prone Deployment Horizontal Aim Limits |
Vector with 2 elements | 5u
|
Horizontal Aim angle limits of weapon deployment relative to body direction (in deg) | |
Deploying Height Limits |
Vector with 2 elements | 5u
|
Min and Max height for deploying a weapon. Distance is relative to character position. | |
Deployment Aim Speed Multiplier |
Vector with 2 elements | 5u
|
Aim sensitivity multiplier while deployed | |
Deployment Horizontal Aim Sensitivity Max |
Scalar | 5u
|
Maximum horizontal aim speed while deployed (in deg/s) | |
Max Distance Above Head |
Scalar | 5u
|
Maximum distance between character's head and buttstock of weapon in weapon deployment. | |
Left Gun Collision Distance |
Scalar | 5u
|
distance left of character's right hand, where collision should be checked in weapon deployment. | |
Right Gun Collision Distance |
Scalar | 5u
|
distance right of character's right hand, where collision should be checked in weapon deployment. | |
Upper Gun Collision Distance |
Scalar | 5u
|
distance up of character's right hand, where collision should be checked in weapon deployment. | |
Lower Gun Collision Distance |
Scalar | 5u
|
distance down of character's right hand, where collision should be checked in weapon deployment. | |
Deployment Points |
Array of Objects | 0
|
Set of pivot points to use with deployment, clear array to disable deployment |
AttachmentAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attachment Type |
Object | 0
|
Object which specifies compatibility. |
CharacterModifierAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Stance Limits |
Vector with 2 elements | 3
|
What is the stances range in which the weapon can be equipped. | |
Speed Limit |
Scalar | 3
|
When holding item with current attribute - \nLimit character's speed to current value | |
ADSSpeed Limit |
Scalar | 3
|
When holding item with current attribute - \nLimit character's speed to current value when in ads | |
Speed Limit Item Primary Action |
Scalar | 3
|
When holding item with current attribute - \nLimit character's speed to current value when performing priamry action | |
Speed Limit Highready |
Scalar | 3
|
When having weapon ready to fire - \nLimit character's speed to current value when performing priamry action | |
Turn Limit |
Integer | 0
|
When holding item with current attribute - \nLimit character max incremental turn angle | |
Default ADSSpeed Modifier |
Boolean | 0
|
When holding item with current attribute - \nDefault apply ads speed multiplier (even when not in ads) | |
Supress1h Shooting |
Boolean | 0
|
When holding item with current attribute - \nSupress one handed shooting | |
Allow Gadget Use |
Boolean | 0
|
When holding item with current attribute - \nAllow use of gadgets in the other hand | |
Can Be Equipped In Vehicle |
Boolean | 0
|
Allow equip action when character is in compartment | |
Allow Reloading With Roll |
Boolean | 0
|
||
Allow Jumping |
Boolean | 0
|
Allow jump when item is equipped |
HolsteredItemAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Linear Offset |
Vector with 3 elements | 3
|
||
Angular Offset |
Vector with 3 elements | 3
|
yaw pitch roll | |
Hidden Holstered |
Boolean | 0
|
Is hidden holstered? |
ItemActionAnimAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Animation Graph Template |
Resource Name | 0
|
Animation graph of action performer (usually character's main animation graph). | |
Action Animation Command Name |
String | 0
|
Animation command to call | |
Action Anim Duration |
Scalar | 3
|
Item Acion Duration | |
Action Int Param |
Integer | 0
|
Item Acion Int Param | |
Allow Movement During Action |
Boolean | 0
|
Can the character move during the action? |
ItemAnimationAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Ik Settings |
Array of Objects | 0
|
||
Animation Instance |
Resource Name | 0
|
Anim graph instance | |
Anim Instance Blend Duration |
Scalar | 3
|
Pose blend duration when switching to provided anim instance | |
Exclude Bones Blend |
Array of Strings | 0
|
List of bones to be excluded when blending to current anim instance | |
Animation IKPose |
Resource Name | 0
|
IK Pose for this specific weapon | |
Anim IKPose Stand Override |
Resource Name | 0
|
IK Pose override when standing with this weapon. | |
Anim IKPose Crouch Override |
Resource Name | 0
|
IK Pose override when crouching with this weapon. | |
Anim IKPose Prone Override |
Resource Name | 0
|
IK Pose override when in prone with this weapon. | |
Override Default Ik Bones Blend |
Boolean | 0
|
||
Include Bones In Ik Blend |
Array of Strings | 0
|
Overrides default list of bones to be included when blending to IK Pose | |
Anim Ikpose Blend Duration |
Scalar | 3
|
Blend duration when switching to provided IKPose | |
Animation Attachments |
Array of Objects | 0
|
||
Hand Additive Rotation |
Vector with 3 elements | 3
|
Additive rotation when item is held in hands | |
Hand Additive Translation |
Vector with 3 elements | 3
|
Additive translation when item is held in hands | |
Anim Injection Priority |
Integer | 0
|
Animation injection priority (applicable when weapon with different attachments requires different IK poses or graph attachments) | |
Anim Recoil Limit |
Scalar | 3
|
Magnitude of maximum applied recoil animation. | |
Anim Recoil Recovery Time |
Scalar | 3
|
Recovery time of recoil animation. | |
Anim Recoil Buildup Time |
Scalar | 3
|
Build up time of recoil animation. | |
Allow Inspection |
Boolean | 0
|
Can this item be inspected by the user? |
ItemAttributeCollection
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Item Display Name |
Object | 0
|
||
Item Phys Attributes |
Object | 0
|
Physical attributes | |
Item Animation Attributes |
Object | 0
|
Animation attributes | |
Custom Attributes |
Array of Objects | 0
|
Item specific attributes can be set here | |
Common Item Type |
String | 0
|
Common item type identifier |
ItemIKSettings
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Jumping |
Boolean | 0
|
Should these be applied during a jump | |
Lowered |
Boolean | 0
|
Should these be applied when lowered | |
Prone Turn |
Boolean | 0
|
Should these be applied when turning in prone | |
In Ads |
Boolean | 0
|
Should these be applied when in ADS | |
Out Ads |
Boolean | 0
|
Should these be applied when out of ADS | |
Movement Speed Range |
Vector with 2 elements | 3
|
In what speed range those settings are valid | |
Ik Settings Stand |
Flags | 0
|
||
Ik Settings Crouch |
Flags | 0
|
||
Ik Settings Prone |
Flags | 0
|
ItemMovementSwayAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Bob Spring |
Vector with 3 elements | 5u
|
Spring coefficient per axis [0,1] | |
Bob Damper |
Vector with 3 elements | 5u
|
Spring damping per axis [0,1] | |
Bob Magnitude Linear |
Vector with 3 elements | 5u
|
Translation multiplier per axis | |
Bob Magnitude Angular |
Vector with 3 elements | 5u
|
Rotation multiplier per axis | |
Bob Limits |
Vector with 3 elements | 5u
|
Max change ratio to which delta is clamped | |
Bob Speed |
Scalar | 5u
|
Interpolation rate | |
Min Magnitude |
Scalar | 3u
|
Min magnitude at min character speed | |
Max Magnitude |
Scalar | 3u
|
Max magnitude at max character speed | |
Default Magnitude Linear |
Vector with 3 elements | 5u
|
||
Default Magnitude Angular |
Vector with 3 elements | 5u
|
||
Lowered Magnitude Linear |
Vector with 3 elements | 5u
|
||
Lowered Magnitude Angular |
Vector with 3 elements | 5u
|
||
One Hand Magnitude Linear |
Vector with 3 elements | 5u
|
||
One Hand Magnitude Angular |
Vector with 3 elements | 5u
|
||
ADSMagnitude Linear |
Vector with 3 elements | 5u
|
||
ADSMagnitude Angular |
Vector with 3 elements | 5u
|
||
Injured Magnitude Linear |
Vector with 3 elements | 5u
|
||
Injured Magnitude Angular |
Vector with 3 elements | 5u
|
||
Target Velocity |
Scalar | 5u
|
Maximum speed in m/s to which magnitude is scaled. | |
Target Velocity Steepness |
Scalar | 5u
|
Exponent value of velocity scaling, defines steepness. | |
Target Velocity Limit |
Scalar | 5u
|
Maximum velocity at which curve is clamped to 1. | |
Smooth Time |
Scalar | 5u
|
Amount (time) of smoothing applied to initial inptut signal. Higher = slower | |
Max Velocity |
Scalar | 5u
|
Maximum smoothing velocity. |
ItemOneHandAnimAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Erect Linear Offset Upper |
Vector with 3 elements | 5u
|
Linear transform offset when one handed (aiming up). | |
Erect Linear Offset |
Vector with 3 elements | 5u
|
Linear transform offset when one handed. | |
Erect Linear Offset Lower |
Vector with 3 elements | 5u
|
Linear transform offset when one handed (aiming down). | |
Erect Angular Offset |
Vector with 3 elements | 3u
|
Angular transform offset when one handed. | |
Crouch Linear Offset Upper |
Vector with 3 elements | 5u
|
Linear transform offset when one handed and crouched (aiming up). | |
Crouch Linear Offset |
Vector with 3 elements | 5u
|
Linear transform offset when one handed and crouched. | |
Crouch Linear Offset Lower |
Vector with 3 elements | 5u
|
Linear transform offset when one handed and crouched (aiming down). | |
Crouch Angular Offset |
Vector with 3 elements | 3u
|
Angular transform offset when one handed and crouched. | |
Interpolation Speed |
Scalar | 3u
|
Speed of blending, higher values = faster blend | |
Stance Interpolation Speed |
Scalar | 3u
|
Speed of stance blending, higher values = faster blend | |
Spring Coefficient |
Scalar | 3u
|
Blend spring coefficient | |
Damper Coefficient |
Scalar | 3u
|
Blend damper coefficient | |
Obstruction Multiplier |
Scalar | 3u
|
How much influence (or priority) obstruction has over one handed modifier. 1.0 for default. Greater values mean that obstruction will take over this modifier faster. |
ItemPhysicalAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Weight |
Scalar | 3
|
Item weight in kg | |
Size Setup Strategy |
Integer | 0
|
How to setup size | |
Item Dimensions |
Vector with 3 elements | 3
|
Manually set Item dimensions in cm | |
Item Volume |
Scalar | 8u
|
Manually set Item volume in cm3 | |
Dimension Scaler |
Scalar | 6u
|
Adjust item dimension using scaler | |
Resting UP |
Integer | 0
|
Vector to be considered as up when item rest in world | |
Resting Additive Rotation LS |
Vector with 3 elements | 3
|
Additive rotation (deg) to be applied for resting item in local space.\nWill be applied after placement transform was estimated. | |
Pivot Bone Name |
String | 0
|
Rotation pivot bone name | |
Resting Additive Offset LS |
Vector with 3 elements | 3
|
Additive offset (m) to be applied for resting item in local space.\nWill be applied after placement transform was estimated. | |
Active Physical Simulation |
Integer | 0
|
Physical simulation state when physics is enabled for item |
PreviewRenderAttributes
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Camera Preset |
Integer | 0
|
Camera preset | |
Camera Orbit Angles |
Vector with 3 elements | 3
|
Camera render orbit angles (relative to preset) | |
Camera Distance To Item |
Scalar | 3
|
Camera distance to item's BB | |
Camera Offset |
Vector with 3 elements | 3
|
Camera render offset (relative to preset) | |
Item Render Rotation |
Vector with 3 elements | 3
|
Item render rotation | |
Is Perspective Camera |
Boolean | 0
|
Camera perspective mode | |
FOV |
Scalar | 3
|
Camera FOV in degrees... for perspective camera - assumes Vertical FOV, for orthographic - lens height | |
Aspect Ratio |
Scalar | 5u
|
Camera view frustum aspect ratio width/height | |
Is Dynamic Object |
Boolean | 0
|
Is object suppose to be animated | |
Preview Worn Model |
Boolean | 0
|
Is the preview should be the worn model? | |
Preview Model |
Resource Name | 0
|
Model to be used when previewing this item (if different than default model set in MeshObject) | |
Preview Prefab |
Resource Name | 0
|
Optional prefab to be used when previewing this item | |
Animation Instance |
Resource Name | 0
|
Anim graph instance for preview pose | |
Lod Model |
Integer | 0
|
LOD used for the preview render | |
Show All Childrens |
Boolean | 0
|
Should we show all childrens attached to the parent entity? By default slots are taken into account already. This is only needed if you want to show EVERY childrens | |
Take Visibility Into Account |
Boolean | 0
|
Should we take into account the current visibility of the children. Should inventory shows also hidden childrens? |
HidingCloth
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Prefab |
Resource Name | 0
|
Prefab to be used for hiding. | |
Area Type |
Object | 0
|
Specify which loadout area type where the prefab should be. |
BaseLoadoutClothComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Area Type |
Object | 0
|
Object which specifies compatibility with the current slot. | |
Animate |
Boolean | 0
|
Should this item be animated along with character | |
Slots |
Array of Objects | 0
|
||
Worn Model |
Resource Name | 0
|
Model to be used when wearing this cloth (if different than default model set in MeshObject) | |
Worn Materials Override |
Array of Resource Names | 0
|
Material assignments (applied for xob worn model extension) | |
Item Model |
Resource Name | 0
|
Model to be used when this cloth is on the ground (if different than default model set in MeshObject) | |
Item Materials Override |
Array of Resource Names | 0
|
Material assignments (applied for xob item model extension) | |
Visible In Vehicle |
Boolean | 0
|
||
Physics On Wear Enabled |
Boolean | 0
|
Should this item have physics interactions while on character | |
Animate Colliders On Wear |
Boolean | 0
|
Should the item colliders be animated while worn? | |
Sound Int |
Integer | 0
|
Value of corresponding sound signal when this item is worn | |
Force LOD0 |
Boolean | 0
|
Force clothes to be shown always in LOD 0 | |
Override Meshes To Hide |
Array of Strings | 0
|
||
Debug Worn Model |
Boolean | 0
|
Set's mesh object model to worn for debug purposes outside of play mode | |
Depth Front |
Scalar | 3
|
Forward Z offset of a slinged and held weapon when the cloth is equipped. | |
Depth Back |
Scalar | 3
|
Backward Z offset of weapons on shoulder when the cloth is equipped. | |
Depth Left |
Scalar | 3
|
Left X offset of elbows when the cloth is equipped. | |
Depth Right |
Scalar | 3
|
Right X offset of elbows when the cloth is equipped. | |
Offset Shoulder Left |
Scalar | 3
|
Additional X offset of the weapon on character's left shoulder. | |
Offset Shoulder Right |
Scalar | 3
|
Additional X offset of the weapon on character's right shoulder. | |
Area Ocludders |
Array of Strings | 0
|
Areas that we can consider occluded when used | |
Deflated Model |
Resource Name | 0
|
Model to be used for deflated model | |
Area Type When Model Change |
Array of Objects | 0
|
Specify which loadout area type should influence model swithching between worn and deflated model | |
Ignore Cloth |
Boolean | 0
|
Should this cloth be ignored when calculating deflated/inflated state? | |
Debug Deflated Model |
Boolean | 0
|
Set's mesh object model to deflated for debug purposes outside of play mode | |
Hiding Array |
Array of Objects | 0
|
Specify which loadout area and prefab, makes this cloth hides | |
Blocked Slots |
Array of Objects | 0
|
Specify which loadout area type should be blocked when this cloth is being put on |
BaseLoadoutManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Slots |
Array of Objects | 0
|
LoadoutSlotInfo
Inherits from: InventoryStorageSlot
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Area Type |
Object | 0
|
Object which specifies compatibility with the current slot. | |
Meshes To Hide |
Array of Strings | 0
|
||
Enable Deflated Offset |
Boolean | 0
|
||
Deflated Offset |
Vector with 3 elements | 5u
|
Offset from the origin | |
Deflated Angles |
Vector with 3 elements | 5u
|
Orientation around axes |
MapDescriptorComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Display Name |
String | 0
|
||
Imageset Quad Element |
String | 0
|
Name of the Quad Element in the Imageset | |
Visible On Map |
Boolean | 0
|
Default visibility on map | |
Show Terrain Elevation |
Boolean | 0
|
Show elevation | |
Map Item Descriptor |
Boolean | 0
|
Uses MapItem's properties over the layer. | |
Main Type |
Integer | 0
|
||
Unit Type |
Integer | 0
|
||
Scale |
Scalar | 3
|
Scale factor (radio signal for example) | |
Faction |
Integer | 0
|
Faction index | |
Force Rotation Angle |
Scalar | 2
|
Overrides the rotation angle | |
Force Group Type |
Integer | 0
|
||
Force Group Scale |
Scalar | 2
|
Overrides the group scale | |
Priority |
Integer | 0
|
Priority in displaying the Descriptor |
MapEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Map Geometry Data |
Resource Name | 0
|
Exported geometry data (roads, buildings, etc.) for the map. | |
Satellite background image |
Resource Name | 0
|
Image used as a background. |
MapWidget
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Imagesets |
Array of Resource Names | 0
|
Imageset list in use. Be sure indices here match indices you refer. | |
Overlay Texture |
Resource Name | 0
|
||
Texture Dashed Line |
Resource Name | 0
|
||
Texture Dotted Line |
Resource Name | 0
|
||
Default Font |
Resource Name | 0
|
Default font used in MapWidget. |
BuoyancyComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Buoyancy |
Scalar | 3
|
Buoyancy of the object. Use higher values to adjust for volume (-1 = sinks, 0 = neutral, 1 = floats) | |
Buoyancy Apply Distance Scale |
Scalar | 3
|
Buoyancy force application point distance scale | |
Buoyancy Depth Offset |
Scalar | 3
|
Buoyancy force depth boost for submerged points | |
Hydrodynamic Scale Linear |
Vector with 3 elements | 3
|
Scaling of linear water friction forces in model space (right/up/forward) | |
Hydrodynamic Scale Angular |
Vector with 3 elements | 3
|
Scaling of angular water friction forces in model space (pitch/yaw/roll) | |
Use Bounding Box |
Boolean | 0
|
Use bounding box wall centers as buyoancy points | |
Bounding Box Scale |
Vector with 3 elements | 3
|
Scaling of the automated bounding box buoyancy (right/up/forward) | |
Bounding Box Offset |
Vector with 3 elements | 3
|
Offset of the automated bounding box buoyancy (right/up/forward) | |
Draw Debug |
Boolean | 0
|
Draw debug |
DampingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Linear Damping |
Vector with 3 elements | 3
|
Additional damping of linear velocity (in local space, per axis) | |
Angular Damping |
Vector with 3 elements | 3
|
Additional damping of angular velocity (in local space, per axis) |
VehicleBuoyancyComponent
Inherits from: BuoyancyComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Thrust Points |
Array of Vectors with 3 elements | 3
|
Water jet positions in model space | |
Thurst Forward |
Scalar | 3
|
Forward thrust of the vehicle in water (in m/s^2) | |
Thurst Reverse |
Scalar | 3
|
Reverse thrust of the vehicle in water (in m/s^2) | |
Thurst Steering |
Scalar | 3
|
Steering thrust of the vehicle in water (in deg/s^2), this is applied even on the spot | |
Speed To Steering |
Scalar | 3
|
Vehicle forward/backward speed to steering thrust (in m/s to deg/s^2) | |
Buoyancy Loss |
Scalar | 3
|
How much buoyancy the vehicle loses per second of being in the water down to a minimum of -1 | |
Buoyancy Loss Destroyed |
Scalar | 3
|
How much buoyancy the vehicle loses per second of being in the water down to a minimum of -1 - when vehicle hull is destroyed | |
Buoyancy Loss Threshold |
Scalar | 3
|
Health at which buyoancy loss starts | |
Buoyancy Gain |
Scalar | 3
|
How much buoyancy the vehicle gains per second of being out of the water up to maximum of initial buoyancy value |
Aerodynamics
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Reference Area |
Scalar | 3
|
Unit: m^2\n Total frontal area of a vehicle | |
Drag Coefficient |
Scalar | 3
|
Drag coefficient |
Pivot
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Bone |
String | 0
|
||
Position |
Vector with 3 elements | 5u
|
||
Rotation |
Vector with 3 elements | 5u
|
Axle
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
|
Scalar | 3
|
The ratio of the torque received from engine | |
Has Handbrake |
Boolean | 0
|
Indicates if handbrake affects this axle | |
Differential |
Object | 0
|
||
Suspension |
Object | 0
|
||
Wheel |
Object | 0
|
||
Tyre |
Object | 0
|
||
Swaybar |
Object | 0
|
||
Wheel Positions |
Array of Objects | 0
|
Clutch
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Max Clutch Torque |
Scalar | 3
|
[N.m] ADD DESCRIPTION | |
Output |
String | 0
|
ADD DESCRIPTION |
Differential
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Type |
Integer | 0
|
Type | |
Ratio |
Scalar | 3
|
gear ratio of the differential | |
Strength |
Scalar | 3
|
determines the magnitude of the extra force that is applied to the gripping wheel | |
Anti slip |
Scalar | 3
|
maximum torque that will be applied | |
Anti slip torque |
Scalar | 3
|
anti slip dependence on torque | |
Output0 |
String | 0
|
ADD DESCRIPTION | |
Output1 |
String | 0
|
ADD DESCRIPTION |
TripleDifferential
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Ratio |
Scalar | 3
|
gear ratio of the differential |
Engine
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Inertia |
Scalar | 3
|
Unit: kg.m^2 | |
Max Power |
Scalar | 3
|
Unit: kW\n Maximum power that the engine can provide. | |
Max Torque |
Scalar | 3
|
Unit: N.m\n Maximum torque that engine can provide. | |
Rpm Max Power |
Scalar | 3
|
Unit: RPM (revolutions per minute)\n RPM where engine outputs maximum power. | |
Rpm Max Torque |
Scalar | 3
|
Unit: RPM (revolutions per minute)\n RPM where maximum torque is produced. | |
Steepness |
Scalar | 3
|
Controls how steep is torque curve from 0 RPM to max torque RPM. | |
Friction |
Scalar | 3
|
Unit: Nm\n Engine's braking torque | |
Rpm Idle |
Scalar | 3
|
Unit: RPM (revolutions per minute)\n RPM when engine is not under any load. | |
Rpm Redline |
Scalar | 3
|
Unit: RPM (revolutions per minute)\n Maximal working rpm without causing damage to the engine. | |
Rpm Max |
Scalar | 3
|
Unit: RPM (revolutions per minute)\n Maximal RPM that engine can handle.\n In reality when engine exceeds this RPM it will blow up. | |
Output |
String | 0
|
Powertrain part driven by the engine. |
Gearbox
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Forward |
Array of Scalars | 3
|
Forward gear ratios | |
Reverse |
Scalar | 3
|
Reverse gear ratio | |
Efficiency |
Scalar | 3
|
Transmission efficiency | |
Output |
String | 0
|
ADD DESCRIPTION |
HelicopterEngine
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
RPMMax |
Scalar | 3
|
||
RPMIdle |
Scalar | 3
|
||
Start Up Time |
Scalar | 3
|
||
Shutdown Time |
Scalar | 3
|
||
Twin Engine |
Boolean | 0
|
Emulation of a twin-engine signals |
HelicopterHull
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Tail Stabilization X |
Vector with 3 elements | 3
|
||
Tail Stabilization Y |
Vector with 3 elements | 3
|
||
Tail Stabilization Force X |
Scalar | 3
|
||
Tail Stabilization Force Y |
Scalar | 3
|
||
Tail Stabilization Speed Coef |
Vector with 3 elements | 3
|
||
Friction Coefs X |
Vector with 3 elements | 3
|
||
Friction Coefs Y |
Vector with 3 elements | 3
|
||
Friction Coefs Z |
Vector with 3 elements | 3
|
||
Friction Force X |
Scalar | 3
|
||
Friction Force Y |
Scalar | 3
|
||
Friction Force Z |
Scalar | 3
|
||
Angular Friction X |
Vector with 3 elements | 3
|
||
Angular Friction Y |
Vector with 3 elements | 3
|
||
Angular Friction Z |
Vector with 3 elements | 3
|
||
Angular Friction Speed X |
Vector with 3 elements | 3
|
||
Angular Friction Speed Y |
Vector with 3 elements | 3
|
||
Angular Friction Speed Z |
Vector with 3 elements | 3
|
||
Angular Friction Force X |
Scalar | 3
|
||
Angular Friction Force Y |
Scalar | 3
|
||
Angular Friction Force Z |
Scalar | 3
|
||
Bank Turn Force |
Scalar | 3
|
||
Bank Speed Effect |
Vector with 2 elements | 3
|
||
Override Inertia |
Boolean | 0
|
||
Inertia |
Vector with 3 elements | 3
|
HelicopterRotor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Pivot |
Object | 0
|
||
Force |
Vector with 2 elements | 3
|
||
Target RPM |
Scalar | 3
|
||
Rotor Diameter |
Scalar | 3
|
||
Clockwise |
Boolean | 0
|
Clockwise rotor movement |
HelicopterRotorMain
Inherits from: HelicopterRotor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Force Speed Coefs |
Vector with 2 elements | 3
|
||
Torque Force |
Vector with 2 elements | 3
|
||
Alt Full Force |
Scalar | 3
|
||
Alt No Force |
Scalar | 3
|
||
Lift Max Speed MS |
Scalar | 3
|
||
Lift Speed Force |
Scalar | 3
|
||
Cyclic Forward Force |
Scalar | 3
|
||
Cyclic Aside Force |
Scalar | 3
|
||
Cyclic Torque Min |
Scalar | 3
|
||
Cyclic Forward Speed Coef |
Scalar | 3
|
||
Cyclic Aside Speed Coef |
Scalar | 3
|
||
Collective Speed Coef |
Scalar | 3
|
HelicopterRotorTail
Inherits from: HelicopterRotor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Anti Torque Speed Coef |
Scalar | 3
|
||
Force Max Speed MS |
Scalar | 3
|
LandingGearWheel
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Pivot |
Object | 0
|
||
Suspension |
Object | 0
|
||
Wheel |
Object | 0
|
||
Tyre |
Object | 0
|
LandingGearSkid
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Pivot |
Object | 0
|
||
Suspension |
Object | 0
|
LandingGear
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Configuration |
Array of Objects | 0
|
Suspension
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Max Steering Angle |
Scalar | 3
|
Unit: degrees\n Maximal angle that wheel can be rotated.\n For non steering wheels just leave it at 0. | |
Spring Rate |
Scalar | 3
|
Unit: N/mm\n Spring force per mm\n Tells how much force is needed to compress the spring by one mm. | |
Compression Damper |
Scalar | 3
|
Unit: N.s/m\n Compression damper force per 1 m/s\n Used when suspension is compressing. | |
Relaxation Damper |
Scalar | 3
|
Unit: N.s/m\n Relaxation damper force per 1 m/s\n Used when suspension is decompressing. | |
Max Travel Up |
Scalar | 3
|
Unit: m\n How much can spring compress its natural length.\n It's the distance that the suspension can be compressed from modeled position. | |
Max Travel Down |
Scalar | 3
|
Unit: m\n How much can spring stretch its natural length.\n It's the distance that the suspension can be expanded from modeled position. | |
Ray Start Offset Up |
Scalar | 3
|
Unit: m\n Extension of raycast start above top position of suspension.\n Suspension total length is not affected. |
Swaybar
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Stiffness |
Scalar | 3
|
[N/m] ADD DESCRIPTION |
TrackWheel
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Suspension |
Object | 0
|
||
Mass |
Scalar | 3
|
Unit: kg\n Mass of the wheel. | |
Radius |
Scalar | 3
|
Unit: m\n Radius of the wheel. | |
Brake Torque |
Scalar | 3
|
Unit: N.m\n Maximal torque that brake can produce. |
Track
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Wheel Positions |
Array of Objects | 0
|
Tyre
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Roughness |
Scalar | 3
|
Roughness of tyre surface. Modifies interaction with ground surface. | |
Longitudinal Friction |
Scalar | 3
|
Directly affects tyre grip in longitudinal direction. | |
Lateral Friction |
Scalar | 3
|
Directly affects tyre grip in lateral direction. | |
Rolling Resistance |
Scalar | 3
|
NOT USED ATM!\nLinearly proportional to speed. Acts against the wheel torque.\nFor limiting acceleration in addition to surface property. | |
Rolling Drag |
Scalar | 3
|
NOT USED ATM!\nProportional to speed squared.\nFor limiting high speeds in addition to surface property. | |
Tread |
Scalar | 3
|
NOT USED ATM!\nRatio of the \"Tyre tread\" - related to how well wheel performs on specific surface. |
Wheel
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Radius |
Scalar | 3
|
Unit: m\n Radius of the wheel. | |
Mass |
Scalar | 3
|
Unit: kg\n Mass of the wheel. | |
Ratio |
Scalar | 3
|
Wheel reduction ratio. | |
Brake Torque |
Scalar | 3
|
Unit: N.m\n Maximal torque that brake can produce. |
Helicopter
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Engine |
Object | 0
|
||
Hull |
Object | 0
|
||
Rotors |
Array of Objects | 0
|
||
Landing Gear |
Object | 0
|
||
Landing Gear Layer |
String | 0
|
Landing gear raycast physics layer preset | |
Terrain Detection Mask |
Flags | 0
|
Terrain detection raycast target mask |
Tracked
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Solver Substeps |
Integer | 0
|
||
Engine |
Object | 0
|
||
Clutch |
Object | 0
|
||
Gearbox |
Object | 0
|
||
Differential |
Object | 0
|
||
Is Fwd |
Boolean | 0
|
Is the vehicle front wheel drive? | |
Friction Curve Longitudinal |
Array of Vectors with 2 elements | 3
|
||
Friction Curve Lateral |
Array of Vectors with 2 elements | 3
|
||
Idler |
Object | 0
|
||
Sprocket |
Object | 0
|
||
Wheel |
Object | 0
|
||
Tracks |
Array of Objects | 0
|
||
Inertia Override Enabled |
Boolean | 0
|
||
Inertia Override |
Vector with 3 elements | 3
|
[kg.m^2] ADD DESCRIPTION | |
Aerodynamics |
Object | 0
|
||
Raycast Layer |
String | 0
|
Wheel raycast physics layer preset | |
Liquids Layers |
String | 0
|
Layer preset for liquids (used by wheel interactions) |
Wheeled
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Solver Update Rate |
Integer | 0
|
||
Engine |
Object | 0
|
||
Clutch |
Object | 0
|
||
Gearbox |
Object | 0
|
||
Differentials |
Array of Objects | 0
|
||
Axles |
Array of Objects | 0
|
||
Inertia Override Enabled |
Boolean | 0
|
||
Inertia Override |
Vector with 3 elements | 3
|
[kg.m^2] ADD DESCRIPTION | |
Aerodynamics |
Object | 0
|
||
Pacejka |
Object | 0
|
||
Raycast Layer |
String | 0
|
Wheel raycast physics layer preset | |
Liquids Layers |
String | 0
|
Layer preset for liquids (used by wheel interactions) | |
Response Index |
String | 0
|
Wheel response index | |
Noise Steer Sensitivity |
Scalar | 3
|
Sensitivity to surface's noise steer | |
Roughness Sensitivity |
Scalar | 3
|
Sensitivity to surface's roughness |
PacejkaLongitudinal
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
b0 |
Scalar | 3
|
||
b1 |
Scalar | 3
|
||
b2 |
Scalar | 3
|
||
b3 |
Scalar | 3
|
||
b4 |
Scalar | 3
|
||
b5 |
Scalar | 3
|
||
b6 |
Scalar | 3
|
||
b7 |
Scalar | 3
|
||
b8 |
Scalar | 3
|
||
b9 |
Scalar | 3
|
||
b10 |
Scalar | 3
|
PacejkaLateral
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
a0 |
Scalar | 3
|
||
a1 |
Scalar | 3
|
||
a2 |
Scalar | 3
|
||
a3 |
Scalar | 3
|
||
a4 |
Scalar | 3
|
||
a5 |
Scalar | 3
|
||
a6 |
Scalar | 3
|
||
a7 |
Scalar | 3
|
||
a8 |
Scalar | 3
|
||
a9 |
Scalar | 3
|
||
a10 |
Scalar | 3
|
||
a11 |
Scalar | 3
|
||
a12 |
Scalar | 3
|
||
a13 |
Scalar | 3
|
||
a14 |
Scalar | 3
|
PacejkaAligning
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
c0 |
Scalar | 3
|
||
c1 |
Scalar | 3
|
||
c2 |
Scalar | 3
|
||
c3 |
Scalar | 3
|
||
c4 |
Scalar | 3
|
||
c5 |
Scalar | 3
|
||
c6 |
Scalar | 3
|
||
c7 |
Scalar | 3
|
||
c8 |
Scalar | 3
|
||
c9 |
Scalar | 3
|
||
c10 |
Scalar | 3
|
||
c11 |
Scalar | 3
|
||
c12 |
Scalar | 3
|
||
c13 |
Scalar | 3
|
||
c14 |
Scalar | 3
|
||
c16 |
Scalar | 3
|
||
c17 |
Scalar | 3
|
||
c18 |
Scalar | 3
|
Pacejka
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Longitudinal |
Object | 0
|
||
Lateral |
Object | 0
|
||
Aligning |
Object | 0
|
Cable
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Start Point |
Vector with 3 elements | 3
|
||
End Point |
Vector with 3 elements | 3
|
PowerlineEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Material |
Resource Name | 0
|
||
Cables |
Array of Objects | 0
|
PowerPoleEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Power Source |
Boolean | 0
|
Should this pole be considered as power source? | |
Inside Grid Network |
Boolean | 0
|
Should this be considered in the electrical grid network? |
BallisticTable
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Init Speed Coefficient |
Scalar | 3
|
Table is generated with init speed multiplied by this coefficient | |
Table data |
Array of Vectors with 3 elements | 3
|
Array of distances, aim heights and times which describe a trajectory of projectile |
BallisticTableArray
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Table data |
Array of Objects | 6
|
Array of distances, aim heights and times which describe a trajectory of projectile for direct fire | |
Indirect fire Table data |
Array of Objects | 6
|
Array of distances, aim heights and times which describe a trajectory of projectile for indirect fire |
BallisticGenerationConfig
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Precise Init Speed Coefficients |
Array of Scalars | 3
|
Ballistic tables will be computed precisely for init speed coefficients in this array, the rest of speed coefficients are interpolated. This can be used, if you know a bullet is used by a weapon with specific init speed coefficient, so its values will be more precise. | |
Generate Direct Fire Tables |
Boolean | 0
|
If true, ballistic tables will be generated for angles between 0-45deg(0 meaning looking horizontally), if false, they will be generated for angles between 45-90deg. !Changing this property can affect in major way size and generation time of ballistic tables! | |
Vertical Precision Of Direct Fire |
Boolean | 0
|
If true, ballistic tables for direct fire will be generated to hit with a threshold in height(vertical) error. That is most usable for bullets, because we want it to be used to hit a head of a character. If false, the ballistic tables will be generated to hit with a threshold in horizontal error. That is most usable for explosives, where we care about hitting near target and not hitting the target into the head. !Changing this property can affect in major way size and generation time of ballistic tables! | |
Precision Error Threshold Of Direct Fire |
Scalar | 3
|
Ballistic tables don't generate more data if the interpolation has lower vertical/horizontal error than is given by this property for direct fire ballistic tables. !Changing this property can affect in major way size and generation time of ballistic tables! | |
Generate Indirect Fire Tables |
Boolean | 0
|
If true, ballistic tables will be generated for angles between 0-45deg(0 meaning looking horizontally), if false, they will be generated for angles between 45-90deg. !Changing this property can affect in major way size and generation time of ballistic tables! | |
Vertical Precision Of Indirect Fire |
Boolean | 0
|
If true, ballistic tables for indirect fire will be generated to hit with a threshold in height(vertical) error. That is most usable for bullets, because we want it to be used to hit a head of a character. If false, the ballistic tables will be generated to hit with a threshold in horizontal error. That is most usable for explosives, where we care about hitting near target and not hitting the target into the head. !Changing this property can affect in major way size and generation time of ballistic tables! | |
Precision Error Threshold Of Indirect Fire |
Scalar | 3
|
Ballistic tables don't generate more data if the interpolation has lower vertical/horizontal error than is given by this property for indirect fire ballistic tables. !Changing this property can affect in major way size and generation time of ballistic tables! |
EjectableProjectile
Inherits from: Projectile
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Ejector Interface |
Object | 0
|
Object which specifies compatibility with rocket/projectile types. |
Projectile
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Spawn As Cartridge |
Boolean | 0
|
When Projectile object is created, it will show using cartridge model | |
Projectile Visible Time Scale |
Scalar | 3
|
Below this value shell will start being visible. For always visible use 2, for never 0 | |
Projectile Model |
Resource Name | 0
|
Model of shell to render | |
Cartridge Model |
Resource Name | 0
|
Model of full projectile, as being loaded | |
Cartridge Layers |
Flags | 0
|
Interaction layers we belong to | |
Cartridge Layer Preset |
String | 0
|
Presets of layer definitions |
TracerProjectile
Inherits from: Projectile
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Tracer Burn Start After |
Scalar | 3
|
Time after which projectile ignites | |
Tracer Burn Time |
Scalar | 3
|
Time of burning |
FlareMoveComponent
Inherits from: ShellMoveComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Deploy Time |
Scalar | 3
|
Time that it takes in seconds to fully deploy the flare. | |
Rotation Speed |
Scalar | 3
|
Rotation [deg/s]. | |
Smoke Particle Offset |
Vector with 3 elements | 3
|
Particle offset of the entity. | |
Smoke Particle Direction |
Vector with 3 elements | 3
|
Particle direction of the entity. | |
Smoke Particle |
Resource Name | 0
|
Prefab for the smoke particles of the flare. |
GrenadeMoveComponent
Inherits from: ProjectileMoveComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Minimal Speed Scale |
Scalar | 3
|
Entity minimal launch speed scale (MinimalSpeedScale * InitSpeed) | |
Single Safety |
Boolean | 0
|
True if the throwable should trigger its effect the moment the pin is removed | |
Is Dangerous |
Boolean | 0
|
True if the throwable can cause damage |
MissileMoveComponent
Inherits from: ProjectileMoveComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Max Control Range |
Scalar | 3
|
Not used | |
Maneuvrability |
Scalar | 3
|
Not used | |
Track Oversteer |
Scalar | 3
|
Not used | |
Track Lead |
Scalar | 3
|
Not used | |
Thrust Init Time |
Scalar | 3
|
||
Thrust Time |
Scalar | 3
|
||
Thrust Force |
Scalar | 3
|
||
Forward Air Friction |
Scalar | 3
|
||
Side Air Friction |
Scalar | 3
|
||
Align Torque |
Scalar | 3
|
||
Distance Enable Gravitation |
Scalar | 3
|
ProjectileMoveComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Init Speed |
Scalar | 3
|
Projectile initial speed [m/s] | |
Init Speed Variation |
Scalar | 3
|
Projectile initial speed variation [m/s] | |
Parent Speed Multiplier |
Scalar | 3
|
Multiplier applied to parent velocity. | |
Dispersion Multiplier |
Scalar | 3
|
Multiplier applied to muzzle dispersion. | |
Mass |
Scalar | 5
|
Entity mass | |
Wind Influence Multiplier |
Scalar | 3
|
How much influence can wind have on the projectile. | |
Time To Live |
Scalar | 3
|
Time to live | |
Delete When Stop |
Boolean | 0
|
||
Trigger When Stop |
Boolean | 0
|
||
Trigger When Timeout |
Boolean | 0
|
||
Layers |
Flags | 0
|
Interaction layers we belong to | |
Layer Preset |
String | 0
|
Preset of layer definition | |
Collision Enabled |
Boolean | 0
|
||
Projectile Effects |
Array of Objects | 0
|
||
Ballistic Table Config |
Resource Name | 0
|
||
Ballistic Table Generation Config |
Resource Name | 0
|
||
Sonic Cracks |
Resource Name | 0
|
File containing sonic crack sounds | |
Subsonic Flybys |
Resource Name | 0
|
File containing subsonic flyby sounds |
ShellMoveComponent
Inherits from: ProjectileMoveComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Air Drag |
Scalar | 7
|
||
Diameter |
Scalar | 3
|
Scales the base damage dealt by the projectile \n[mm] | |
Length |
Scalar | 3
|
Length of projectile \n[mm] | |
Move With Parent |
Boolean | 0
|
Will the projectile move with the parent when OnTransformReset is called. | |
Mushrooming Damage Multiplier |
Scalar | 3
|
Multiplier for mushrooming ability. When set, the diameter of this projectile will multiply by this value upon colliding. | |
Tumbling Damage Threshold |
Scalar | 3
|
Speed loss from which this projectile will be capable of tumbling. If speed loss upon penetration is higher than this value, tumbling damage will increase. \nTumbling damage increase scales to max tumbling damage at a gradualness determined by the Impact Speed Falloff Rate \n[m/s] | |
Tumbling Damage Multiplier |
Scalar | 3
|
Multiplier for tumbling ability. When higher than 0, this bullet will increase its diameter on impact by tumbling | |
Penetration Damage Model |
Boolean | 0
|
Allow penetration damage model\nENABLED (Material and Projectile):\n SpeedLoss * PenetrationDepth * PenetrationDensity / PenetrationSpeed\nDISABLED (Material or Projectile):\n InitSpeed * Mass | |
Deflection Critical Angle |
Scalar | 3
|
[deg] Critical impact angle | |
Deflection Dir Distribution |
Scalar | 3
|
[] Deflection direction distribution (Gauss) | |
Deflection Slowdown |
Scalar | 3
|
[] Deflection slowdown | |
Penetrator Type |
Integer | 0
|
[] Penetrator type | |
Penetration Depth |
Scalar | 3
|
[mm] | |
Penetration Density |
Scalar | 3
|
[g/cm^3] | |
Penetration Speed |
Scalar | 3
|
[m/s] | |
Penetration Dir Distribution |
Scalar | 3
|
[] (Post)penetration direction distribution (Gauss) | |
Water Impact Deceleration |
Scalar | 3
|
[] Water impact decelaration factor | |
Water Drag |
Scalar | 7
|
||
Water Drag Type |
Integer | 0
|
[] Water drag type |
BallisticsConfig
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Damage Modifier |
Scalar | 3
|
Kinetic damage normalization modifier (exponent) | |
Impact Speed Falloff Rate |
Scalar | 3
|
Increases onset steepness of tumbling damage. Higher means tumbling damage will increase more suddenly when passing Tumbling Damage Threshold \n[m/s] | |
Deceleration Falloff Rate |
Scalar | 3
|
Deceleration falloff multiplier. Higher means more speed needs to be lost on projectile for the tumbling to start applying damage. | |
Cavitation Constant |
Scalar | 3
|
How intensely deceleration increases cavitation damage. Lower is more damage. \n(Mass/2) * ((VImpact^2 - VExit^2) / C^2) |
BaseMissileGuidanceComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
use Aiming Type |
Integer | 0
|
defines whing aimning component will be used |
AIActivateEffect
Inherits from: BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Range |
Scalar | 3
|
||
Keep Time |
Scalar | 3
|
BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Trigger Once |
Boolean | 0
|
||
Enabled |
Boolean | 0
|
BaseExplosionDamage
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Damage Value |
Scalar | 3
|
||
Damage Type |
Integer | 0
|
||
Perform Traces |
Boolean | 0
|
Explosion checks for LOS to deal damage. Will impact performance. Disable for large effects. | |
Damage Distance |
Scalar | 3
|
||
Explosion Effect Speed |
Scalar | 3
|
Speed of the explosion effect\n0: instant\n[m/s] | |
Damage Falloff Curve |
Array of Vectors with 2 elements | 3
|
||
Damage Effect |
Array of Objects | 0
|
Only store 1 DamageEffect in this array, otherwise only the last one of the array will be used. | |
Explosion Damage Power |
Scalar | 5
|
Damage Value *= (Charge Weight * Relative Effectiveness) ^ Explosion Damage Power\n< 0: Damage Value unaffected\n[^] | |
Explosion Range Power |
Scalar | 5
|
Damage Distance *= (Charge Weight * Relative Effectiveness) ^ Explosion Range Power\n< 0: Damage Distance unaffected\n[^] |
ExplosionDamageContainer
Inherits from: BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Explosion Effects |
Array of Objects | 0
|
||
Charge Weight |
Scalar | 1
|
Charge Weight\n 0: Explosion scale disabled\n[g] | |
Tnt Equivalent |
Scalar | 5
|
Relative Effectiveness\n 0: Explosion scale disabled\n | |
Explosion Scale |
Scalar | 5
|
(Charge Weight * Relative Effectiveness) ^ (1/3)\n | |
Interaction Layer |
Flags | 0
|
Interaction layer used for the traces created by explosions | |
Layer Preset |
String | 0
|
Presets of layer definitions used for the traces created by explosions |
ExplosionEffect
Inherits from: SpawnPrefabEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Overriden Material Props |
Array of Objects | 0
|
||
Particle Effect |
Resource Name | 0
|
Override effect inside prefab with this particle effects | |
Sound Event |
String | 0
|
Name of sound event to be raised when triggered | |
Exit Effect Prefab |
Resource Name | 0
|
Entity prefab to spawn |
ExplosionFragmentationEffect
Inherits from: BaseExplosionDamage
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Damage Fragment Count |
Integer | 0
|
||
Gurney Shape |
Integer | 0
|
CYLINDER: 0.5\nSPHERE: 0.6 | |
Gurney Constant |
Scalar | 3
|
Gurney Frag Speed = 0.8 * Gurney Constant * (Case Weight / (Charge Weight * TNT Equivalent) + Gurney Shape) ^ -0.5\n 0: automation disabled\n | |
Case Weight |
Scalar | 3
|
Frag Mass = Frag Mass Scale * Case Weight / Frag Count\n 0: automation disabled\n[g] | |
Frag Mass Scale |
Scalar | 3
|
Frag Mass Scale\n 0: automation disabled\n[%] | |
Frag Range Scale |
Scalar | 3
|
Damage Distance *= (Frag Mass * Frag Range Scale * Gurney Speed) ^ Frag Range Power\n 0: Damage Distance unaffected\n[%] | |
Frag Speed Scale |
Scalar | 3
|
Explosion Effect Speed *= Gurney Frag Speed * Frag Speed Scale\n 0: Explosion Effect Speed unaffected\n[%] | |
Frag Damage Power |
Scalar | 3
|
Damage Value *= (Frag Mass * Frag Mass Scale * Frag Speed) ^ Frag Damage Power\n 0: Damage Value unaffected\n[^] | |
Frag Range Power |
Scalar | 3
|
Damage Distance *= (Frag Mass * Frag Mass Scale * Frag Range Scale * Frag Speed) ^ Frag Range Power\n 0: Damage Distance unaffected\n[^] |
ExplosionImpulseEffect
Inherits from: BaseExplosionDamage
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Explosion Impulse Multiplier |
Scalar | 3
|
HitSoundEffect
Inherits from: BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Filename |
Resource Name | 0
|
||
Min Distance |
Scalar | 3
|
Minimum Distance in meters for a bullet sound to be played |
ProjectileDamage
Inherits from: BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Damage Value |
Scalar | 3
|
||
Damage Type |
Integer | 0
|
||
Damage Effects |
Array of Objects | 0
|
Only store 1 DamageEffect in this array, otherwise only the last one of the array will be used. |
SpawnDecalEffect
Inherits from: BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Far Plane |
Scalar | 3
|
Far plane - maximum distance for decal projection box | |
Stretch |
Scalar | 3
|
Stretch of decal | |
Scale |
Scalar | 3
|
Scale | |
Lifetime |
Scalar | 3
|
Decal lifetime(seconds), value <= 0 is infinite. | |
Material |
Resource Name | 0
|
Decal material |
SpawnParticleEffect
Inherits from: BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attach To Parent |
Boolean | 0
|
Should attach the effects to parent entity | |
Follow Parent |
Boolean | 0
|
Should attach the effects to parent entity | |
Should Replicate |
Boolean | 0
|
Should particle be spawned when streamed in on clients | |
Use Frame Event |
Boolean | 0
|
Should particle use FRAME or VISIBLE event | |
Particle Effect |
Resource Name | 0
|
Particle to spawn | |
Sound Event |
String | 0
|
Name of sound event to be raised when particle is spawned | |
Trigger Name |
String | 0
|
Name of trigger to be set to 1 when particle is spawned | |
Stop Sound With Particles |
Boolean | 0
|
Whether sound should stop playing along particles or it should keep playing after particles end. | |
Sound Stop Offset |
Integer | 0
|
Time (in ms) before the particles end to stop the sound. |
SpawnPrefabEffect
Inherits from: BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attach To Parent |
Boolean | 0
|
Should attach the effects to parent entity | |
Effect Prefab |
Resource Name | 0
|
Entity prefab to spawn |
SubmunitionEffect
Inherits from: BaseProjectileEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Prefab |
Resource Name | 0
|
Projectile prefab to spawn | |
Count |
Integer | 0
|
Number of projectiles to spawn | |
Dispersion |
Scalar | 3
|
[deg] Dispersion angle centered around original direction (minimum value). Represents whole sphere at maximum value. | |
Init Speed Coef |
Scalar | 3
|
How much is changed initial speed of bullet. | |
Sound Event |
String | 0
|
Name of sound event to be raised when triggered |
DistanceParticleEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Particle Effect |
Resource Name | 0
|
Particle to spawn | |
Min Dist |
Scalar | 3
|
Minimum distance between effects | |
Sub Effects |
Array of Objects | 0
|
List of sub effects |
SpawnDistanceParticleEffect
Inherits from: SpawnParticleEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sub Effects |
Array of Objects | 0
|
List of sub effects |
SubDistanceParticleEffect
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Modulo Spawned |
Integer | 0
|
When the particle should be spawned | |
Particle Effect |
Resource Name | 0
|
Particle to spawn |
BaseTriggerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
PROJECTILE EFFECTS |
Array of Objects | 0
|
||
DELETE ON TRIGGER |
Boolean | 0
|
||
TRIGGER ALIVE |
Boolean | 0
|
||
Trigger Offset |
Scalar | 3
|
||
Arming Time |
Scalar | 3
|
||
Safety Distance |
Scalar | 3
|
||
HAS VALID DIRECTION |
Boolean | 0
|
Set true if we can trust the value of m_vHitDirection in ProjectileEffectContext |
ProximityTriggerComponent
Inherits from: BaseTriggerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
DISTANCE |
Scalar | 3
|
TimerTriggerComponent
Inherits from: BaseTriggerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
TIMER |
Scalar | 3
|
GyroSettings
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Gyro Precision Speed |
Scalar | 3
|
Rotation speed below which precision aiming is applied\n[deg/s] | |
Gyro Acceleration Speed Min |
Scalar | 3
|
Rotation speed at which Acceleration sensitivity starts being applied\n[deg/s] | |
Gyro Acceleration Speed Max |
Scalar | 3
|
Rotation speed at which Acceleration sensitivity is fully applied\n[deg/s] | |
Gyro Acceleration Sensitivity |
Scalar | 3
|
Acceleration sensitivity\n[*] | |
Gyro Smoothing Speed |
Scalar | 3
|
Rotation speed below which smooth aiming is applied\n[deg/s] | |
Gyro Smoothing Rate |
Scalar | 3
|
Percentage of previous angularVelocity that stays when dt is equal to smoothing time\n[%] | |
Gyro Smoothing Fps |
Scalar | 3
|
Reference frames per second for smoothing rate\n[Hz] | |
Gravity Smoothed Half Time |
Scalar | 3
|
Time for acceleration smoothing to reach half way of raw value\n[s] | |
Gravity Smoothed Delta Steady |
Scalar | 3
|
Angle between raw and smooth acceleration over which controller is fully steady\n[deg] | |
Gravity Smoothed Delta Shaking |
Scalar | 3
|
Angle between raw and smooth accelerometer over which controller is fully shaking\n[deg] | |
Gravity Alignment Steady |
Scalar | 3
|
Speed of gravity aligment with accelerometer while controller is fully steady\n[alignment / s] | |
Gravity Alignment Shaking |
Scalar | 3
|
Speed of gravity aligment with accelerometer while controller is fully shaking\n[alignment / s] | |
Gravity Alignment Speed To Limit |
Scalar | 3
|
Angular speed to limit of speed of gravity aligment with accelerometer\n[alignment / deg/s] | |
Gravity Alignment Delta Min |
Scalar | 3
|
Angle between gravity and accelerometer, below which alignment limit is fully enforced\n[deg] | |
Gravity Alignment Delta Max |
Scalar | 3
|
Angle between gravity and accelerometer, over which alignment limit is fully ignored\n[deg] | |
Gravity Alignment Guaranteed |
Scalar | 3
|
Speed of gravity alignment with accelerometer, guaranteed regardless of other conditions\n[alignment / s] | |
Gyro Aiming Space |
Integer | 0
|
Gyro aiming space. Player space = local pitch, world yaw | |
Player Space Local Yaw Preference |
Scalar | 3
|
Half angle of cone in which local yaw and roll speed will be preferred for player space yaw speed\n[deg] | |
World Space Side Pitch Restriction |
Scalar | 3
|
Half angle of cone in which pitch is restricted, when controller is rolled and pitched perpendicularly to gravity\n[deg] |
GarbageSystem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Processing Interval |
Scalar | 3
|
Interval in seconds at which the garbage collection passes occur. | |
Processing Iterations Max |
Integer | 0
|
Maximum number of entities processed during a single frame. Low values avoid performace drops. | |
Rules |
Array of Objects | 0
|
Rules to select the appropriate configuration. |
GarbageSystemConfig
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Processing Interval |
Scalar | 3
|
Interval in seconds at which the garbage collection passes occur. | |
Processing Iterations Max |
Integer | 0
|
Maximum number of entities processed during a single frame. Low values avoid performace drops. | |
Rules |
Array of Objects | 0
|
Rules to select the appropriate configuration. |
BaseGarbageRule
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Priority |
Integer | 0
|
If mutliple rules match the highest priority wins. | |
Filter |
String | 0
|
||
Collect |
Boolean | 0
|
Enable garbage collection these entities. | |
Only Destroyed |
Boolean | 0
|
Only remove entities that are in the damage state DESTORYED. Only applies if the entity can be damaged. | |
Lifetime |
Scalar | 3
|
Entity lifetime in seconds after which it will be garbage collected. | |
Check Player Distance |
Boolean | 0
|
Configure if nearby players affect the lifetime processing. | |
Player Distance |
Scalar | 3
|
Distance in meter at which a player will affect entity lifetimes. | |
Player Lifetime Effect |
Integer | 0
|
How does a nearby player affect the lifetime. | |
Lifetime Reset Percentage |
Integer | 0
|
Percentage of inserted lifetime to which to return to. |
GarbageSystemConfigComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Config |
Resource Name | 0
|
Optional override of the global garbage system configuration for gamemode specific needs. |
InventoryStreamingSystem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Stream Out Delay |
Scalar | 3
|
PerceptionSystem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Update Intervals |
Array of Scalars | 3
|
Update interval for each LOD value, in seconds. The system will try to update components according to those intervals, but actual timing might be different. | |
Max Components Per Second |
Integer | 0
|
Maximum amount of components updated per second. The system will try to update components according to desired update intervals, as long as this limit is not reached. Note that at lowest system will still update one component per frame, which will bypass this setting. This setting works best for big values. | |
Vision Trace Layer |
Flags | 0
|
Layer used for vision trace checks |
DamageManagerComponent
Inherits from: HitZoneContainerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Fall damage min speed |
Scalar | 3
|
||
Fall damage max speed |
Scalar | 3
|
||
Collision Velocity Threshold |
Scalar | 3
|
Relative speed below threshold does not cause damage | |
Heavy damage threshold |
Scalar | 3
|
||
Enable Damage |
Boolean | 0
|
ExtendedDamageManagerComponent
Inherits from: DamageManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Damage Effect Evaluator |
Array of Objects | 0
|
||
Allowed Damage Effects |
Array of Objects | 0
|
||
Blacklisted Damage Effects |
Array of Objects | 0
|
ParentHitZone
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Parent |
String | 0
|
Parent hitzone | |
Damage Multiplier |
Scalar | 3
|
Multiplier for damage passed to parent | |
Healing Multiplier |
Scalar | 3
|
Multiplier for healing passed to parent | |
Overkill |
Boolean | 0
|
When transmitting damage, excess damage is taken into account | |
Overheal |
Boolean | 0
|
When transmitting healing, excess healing is taken into account |
HitZone
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Collider Names |
Array of Strings | 0
|
Assigned geometry colliders | |
Parent HZs |
Array of Objects | 0
|
||
HZDefault |
Boolean | 0
|
One number representation of the overall entity state | |
Ignore Explosions |
Boolean | 0
|
If true, explosion effects will not deal damage to this hitzone | |
Base Damage Multiplier |
Scalar | 3
|
This damage multiplier will always apply except for true damage | |
Max Health |
Scalar | 3
|
||
Critical Damage |
Scalar | 3
|
Threshold when the damage taken at once by the hitzone is considered to be critical | |
Damage Reduction |
Scalar | 3
|
Incoming damage to this hitzone will be reduced by this flat amount | |
Damage Threshold |
Scalar | 3
|
If incoming damage < Damage threshold, no damage is dealt | |
Area Override |
Scalar | 3
|
If >= 0, use this as the area of the hitzone and do not compute area of colliders | |
Collision multiplier |
Scalar | 3
|
Collision damage multiplier | |
Melee multiplier |
Scalar | 3
|
Melee damage multiplier | |
Kinetic multiplier |
Scalar | 3
|
Kinetic damage multiplier | |
Fragmentation multiplier |
Scalar | 3
|
Fragmentation damage multiplier | |
Explosive multiplier |
Scalar | 3
|
Explosive damage multiplier | |
Incendiary multiplier |
Scalar | 3
|
Incendiary damage multiplier | |
Fire multiplier |
Scalar | 3
|
Fire damage multiplier | |
Damage State threshold |
Array of Scalars | 3
|
Health% for the hitzone to enter this custom damage state. Keep this value > 0 and different to 0 and 1. Extra damage states should be sorted descending. |
HitZoneContainerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Additional hit zones |
Array of Objects | 0
|
DestructibleEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Enabled |
Boolean | 0
|
True to enable destruction in all instances of this prefab | |
Max Health |
Scalar | 3
|
Max health of this destructible | |
Collision multiplier |
Scalar | 3
|
Collision damage multiplier | |
Melee multiplier |
Scalar | 3
|
Melee damage multiplier | |
Kinetic multiplier |
Scalar | 3
|
Kinetic damage multiplier | |
Fragmentation multiplier |
Scalar | 3
|
Fragmentation damage multiplier | |
Explosive multiplier |
Scalar | 3
|
Explosive damage multiplier | |
Incendiary multiplier |
Scalar | 3
|
Incendiary damage multiplier | |
Base Damage Multiplier |
Scalar | 3
|
Base damage multiplier of this destructible | |
Damage Reduction |
Scalar | 3
|
Incoming damage to this hitzone will be reduced by this flat amount | |
Damage Threshold |
Scalar | 3
|
If incoming damage < Damage threshold, no damage is dealt | |
Destroy At No Health |
Boolean | 0
|
If the entity will be destroyed when its health reaches 0 | |
First Destruction Phase |
Object | 0
|
Keep the threshold value at 1 | |
Damage Phases |
Array of Objects | 0
|
||
Last Destruction Phase |
Object | 0
|
Keep the threshold value at 0 | |
Permanent debris offsets |
Array of Vectors with 2 elements | 3
|
Array of offset points to spawn the permanent debris (respect to the destructible) | |
Permanent Debris |
Array of Objects | 0
|
BaseDestructionPhase
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Threshold |
Scalar | 3
|
Destructible will be in this phase if(health % <= current phase && health% > next phase). [0, 1] |
DestructibleDebris
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Debris Prototype |
Resource Name | 0
|
Debris prefab to spawn | |
Debris count |
Integer | 0
|
Number of times to spawn this debris. Be reasonable, they are permanent. |
DestructionManager
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Regional Destruction Manager Prefab |
Resource Name | 0
|
Regional destruction manager prefab to spawn |
LongRangeSoundComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Signal Event |
String | 0
|
Name of the event to bind the sound trigger to. | |
Sound Data Index |
Integer | 0
|
Index of entry in the SoundData array in the system. |
LongRangeSoundSystem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sound Data |
Array of Objects | 0
|
LongRangeSoundData
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sound Project |
Resource Name | 0
|
Sound project to play the sound from. | |
Sound Event |
String | 0
|
Sound event to trigger in the sound project. |
AimPoint
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Aim Point Type |
Integer | 0
|
CharacterPerceivableComponent
Inherits from: PerceivableComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Visual Factor Stance Prone |
Scalar | 3
|
Value of this character's stance visual recognition factor when prone | |
Visual Factor Stance Crouch |
Scalar | 3
|
Value of this character's stance visual recognition factor when crouching | |
Visual Factor Stance Stand |
Scalar | 3
|
Value of this character's stance visual recognition factor when standing up | |
Sound Power Max Db |
Scalar | 3
|
Produced sound power when running at max speed (in dB ref 1pW) |
PerceivableComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Additional aim points |
Array of Objects | 0
|
Additional points on object which should be tested for line of sight | |
Illumination Lv Per Light |
Scalar | 3
|
How much LV (logarithmic) is added to illumination per each light attached to owner | |
Unit Type |
Integer | 0
|
Defines how AI will recognize this unit as target. Used for target and weapon seleciton. |
PerceptionComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Forget Enemy Time |
Integer | 0
|
How long it takes till a target in Enemy category is forgotten, in seconds | |
Forget Detected Time |
Integer | 0
|
How long it takes till a target in Detected category is forgotten, in seconds | |
Position Info |
Object | 0
|
Position of perception, usually head or eyes | |
Sensors List |
Array of Objects | 0
|
List of sensors | |
Vehicle Threat Max Dist |
Scalar | 3
|
Maximum threatening distance of a vehicle | |
Vehicle Threat Max Angle |
Scalar | 3
|
Maximum threatening angle of approach of a vehicle | |
Vehicle Threat Min Speed |
Scalar | 3
|
Minimum threatening speed of a vehicle | |
Vehicle Threat Collision Time |
Scalar | 3
|
Maximum estimated time before a vehicle collides into us. If collision time is more than this value, we don't receive a danger event. | |
Safe Aim Distance Friendly |
Scalar | 3
|
Minimum distance which is considered safe while shouting close to an ally. |
PerceptionManager
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sun Direct Light Elev Curve |
Array of Objects | 0
|
||
Sun Ambient Light Elev Curve |
Array of Objects | 0
|
||
Moon Direct Light Elev Curve |
Array of Objects | 0
|
||
Moon Ambient Light Elev Curve |
Array of Objects | 0
|
||
Direct Light Cloud Attenuation |
Array of Objects | 0
|
||
Ambient Light Cloud Attenuation |
Array of Objects | 0
|
||
Illumination Factor Curve |
Array of Objects | 0
|
Translates LV to Illumination Factor value |
VehiclePerceivableComponent
Inherits from: PerceivableComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sound Power Rpm Multiplier Db |
Scalar | 3
|
How much sound power (in dB ref 1pW) the engine produces per RPM | |
Horn Sound Power Db |
Scalar | 3
|
Sound power of horn (in dB ref 1pW) |
BaseSensor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Max Range |
Scalar | 3
|
Max range of sensor |
EarsSensor
Inherits from: BaseSensor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sound Intensity Min db |
Scalar | 3
|
Minimal detectible sound intensity (in dB ref 1pW/m^2) |
EyesSensor
Inherits from: BaseSensor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
FOVNormal |
Scalar | 3
|
Angle of visibility(in degrees) | |
FOVPeripheral |
Scalar | 3
|
Angle of peripherial visibility (in degrees) | |
Min Illumination Factor |
Scalar | 3
|
Minimal value of target's illumination factor. If target illumination factor is lower than this, it can not be seen at all. | |
Recognition Detect Decay |
Scalar | 3
|
Decay speed of target detection recognition value when we don't see the target | |
Recognition Identify Decay |
Scalar | 3
|
Decay speed of target identification recognition value when we don't see the target | |
Angular Size Factor a |
Scalar | 3
|
Angular size factor is calculated internally as: f = 1 / max((a * targetDistance/targetSize) + b, c) | |
Angular Size Factor b |
Scalar | 3
|
||
Angular Size Factor c |
Scalar | 3
|
||
Angular Velocity Factor a |
Scalar | 3
|
Angular velocity factor is calculated internally as: f = min( a * ((targetVelocity/targetDistance)^2) + 1.0, b ) | |
Angular Velocity Factor b |
Scalar | 3
|
BaseRadioComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Encryption key |
String | 0
|
Key used for encryption. Matching encryption is required for encrypted transmissions to be received. | |
Turned on |
Boolean | 0
|
Is radio turned on by default? | |
Transceivers |
Array of Objects | 0
|
Transceiver defines one receive/transmit channel. |
BaseTransceiver
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Channel Frequency |
Integer | 0
|
Radio frequency in kHz | |
Transmitting Range |
Scalar | 3
|
Maximum transmitting distance in meters. | |
Min tunable frequency |
Integer | 0
|
Frequency in kHz | |
Max tunable frequency |
Integer | 0
|
Frequency in kHz | |
Frequency resolution |
Integer | 0
|
Tunning step in kHz |
RelayTransceiver
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Any frequency |
Boolean | 0
|
Relay only set frequency if false. |
RadioBroadcastComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Turn On Action |
Object | 0
|
RadioBroadcastManager
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Broadcast Acp |
Resource Name | 0
|
||
Regenerate Times |
Boolean | 0
|
Will regenerate times of banks when checked | |
Start Music |
Boolean | 0
|
Checked: The music bank will start - Unchecked: The DJ bank will start | |
Music Bank Name |
String | 0
|
This name should exactly match with the bank used for the music in the linked ACP | |
Music Times |
Array of Integers | 0
|
Time in milliseconds for the samples in the music bank of the ACP | |
Dj Bank Name |
String | 0
|
This name should exactly match with the bank used for the DJ in the linked ACP | |
Dj Times |
Array of Integers | 0
|
Time in milliseconds for the samples in the DJ bank of the ACP |
TagComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Tag categories |
Flags | 0
|
Specifies categories for this tag. | |
Is Dynamic |
Boolean | 0
|
Should this entity be considered dynamic in the grid map? |
TagSystem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Cell Size |
Scalar | 3
|
Resolution of underlying spatial container. | |
Number Of Static Entities Updated Per Update |
Integer | 0
|
ActionsManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Action Contexts |
Array of Objects | 0
|
List of context definitions for user actions to be registered into | |
additional Actions |
Array of Objects | 0
|
||
Allow Cross Hierarchy |
Boolean | 0
|
||
Is Ghost Entity |
Boolean | 0
|
BaseInteractionHandlerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Global Visibility Range |
Scalar | 3
|
Global actions visibility range used by default |
BaseUserAction
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Parent Context List |
Array of Strings | 0
|
List of identifiers used to find contexts into which this action should be registered. These should be defined in the parent ActionsManagerComponent. | |
UIInfo |
Object | 0
|
||
Action Title |
String | 0
|
Editor-Only display string used as title in properties editor. If this is empty, action's classname is used as title. | |
Visibility Range |
Scalar | 3
|
The visibility range in metres. If set to negative value, global range provided by InteractionHandlerComponent is used instead. | |
Duration |
Scalar | 3
|
Time in seconds of how long action should take. 0 for instant. | |
Can Aggregate |
Boolean | 0
|
||
Perform Per Frame |
Boolean | 0
|
If true, the PerformAction function will be called every frame interaction key is pressed down. | |
Sort Priority |
Integer | 0
|
Order for sorting. The lower the value, the higher the priority. | |
Inventory action |
Boolean | 0
|
Can action be performed from the inventory |
InteractionHandlerComponent
Inherits from: BaseInteractionHandlerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sphere Trace Radius |
Scalar | 3
|
Radius of sphere trace done from reference point forward. | |
Sphere Query Radius |
Scalar | 3
|
Radius of sphere query done at the end of sphere trace to collect entities. | |
Reference Bone Name |
String | 0
|
Reference bone name of controlled entity used as the origin of our physical traces. Leave empty for default origin. | |
Nearby Sphere Radius |
Scalar | 3
|
Radius of sphere that will collect nearby contexts. | |
Layers |
Flags | 0
|
Interaction layers we trace using |
ScriptedSignalUserAction
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Signal name |
String | 0
|
||
Max value |
Scalar | 3
|
||
Min value |
Scalar | 3
|
UserActionContext
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
UIInfo |
Object | 0
|
||
Context Name |
String | 0
|
The unique identifier of this context which will be used for actions registration and hashmap searches. | |
Position |
Object | 0
|
||
Radius |
Scalar | 3
|
Radius of this context used in simplified checks. | |
Height |
Scalar | 3
|
Height of this context's capsule shape. Value of 0.0 implies a spherical shape. | |
Omnidirectional |
Boolean | 0
|
Whether this context is accessible from all directions (true) or not (false) | |
Visibility Angle |
Scalar | 3
|
If not omni-directional, this angle is the angle from which this context can be accessed. 180 degrees is all around, value is projected to both sides. | |
Filter Actions Using Cache |
Boolean | 0
|
If the context uses ActionManagerComponents's predicate cache when filtering the actions. | |
Line Of Sight Check |
Boolean | 0
|
Should visibility depend on line-of-sight. | |
Display UI At Reference Point |
Boolean | 0
|
Should the actions UI be displayed at the interaction reference point. | |
Skip Culling Plane Detection |
Boolean | 0
|
Should the interaction trace hit point plane be used for backface culling this context. |
PrefabFilter
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Prefab |
Resource Name | 0
|
||
Check Prefab Hierarchy |
Boolean | 0
|
Should it go over prefab hierarchy to check if the prefab name is valid |
BaseGameTriggerEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Trigger Shape Type |
Integer | 0
|
||
Sphere Radius |
Scalar | 3
|
Sphere radius | |
Box Mins |
Vector with 3 elements | 3
|
Box minimal bounds | |
Box Maxs |
Vector with 3 elements | 3
|
Box maximal bounds | |
Box Angles |
Vector with 3 elements | 3
|
Box orientation angles | |
Polyline Height |
Scalar | 3
|
Polyline height | |
Draw Shape |
Boolean | 0
|
Draw trigger shape | |
Shape Color |
Color | 4
|
||
Trigger Activation Type |
Integer | 0
|
||
Periodic Queries |
Boolean | 0
|
Enable periodic Queries | |
Update Period |
Scalar | 3
|
Seconds between query updates | |
Names Filter |
Array of Strings | 0
|
Names of objects to be detected inside the Trigger | |
Classes Filter |
Array of Strings | 0
|
Classes of objects to be detected inside the Trigger | |
Prefabs Filter |
Array of Objects | 0
|
ScriptedGameTriggerEntity
Inherits from: BaseGameTriggerEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Run Default Query First |
Boolean | 0
|
Run default query before scripted query. The default query is run in C++, if it is filtering by Name/Class and runs first, it can thin the results and prevent script method calls on invalid entities. |
Tree
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Collision Velocity Threshold |
Scalar | 3
|
Relative speed below threshold does not cause damage | |
Occlusion |
Scalar | 3
|
Visibility check occlusion. In Percent per meter |
Vehicle
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Tilt Threshold |
Scalar | 3
|
Tilt threshold to consider vehicle inacsessable from -1 to 1.\nWhere 1 is default vehicle state (0 deg tilt) and -1 vehicle is turned upside down (+/- 180 deg tilt).\nDefault value of 0 - means we will consider vehicle inaccessible when it is on it's side (+- 90 deg tilt) | |
Teleport Offset |
Scalar | 3
|
Teleport offset, adds an offset in meters to the teleported vehicle if under terrain |
VehicleAnimation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Anim Graph |
Resource Name | 0
|
Anim graph name | |
Anim Instance |
Resource Name | 0
|
Anim graph instance | |
Vehicle Parts |
Array of Objects | 0
|
List of animated vehicle parts | |
Anim Variables |
Array of Objects | 0
|
Bindings of anim variables and signals | |
Wake Command |
Object | 0
|
Command used to wake a sleep node |
VehiclePartAnimation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Part Type |
Integer | 0
|
Type of vehicle part (internal refers to a vehicle entity) | |
Slot Name |
String | 0
|
Name of a slot in slot manager representing vehicle part | |
Start Node |
String | 0
|
Node where to start from |
VehiclePartRotor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Axis |
Integer | 0
|
Local space axis the rotor axis is best aligned with. |
BaseCompartmentManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Door Info List |
Array of Objects | 0
|
List of doors which can be used to access this compartment. Recommended maximum number of door infos is 64. | |
Compartment Slots |
Array of Objects | 0
|
List of compartments definitions for slot to be registered into |
BaseCompartmentDoor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Anim Door Index |
Integer | 0
|
||
Open Close Door Anim Graph |
Resource Name | 0
|
Animation graph to be used for opening and closing door. Must be the same as on one of the entity ancestors. |
BaseCompartmentSlot
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Default Occupant Name |
String | 0
|
Entity to find (by name) to set as occupant for this compartment | |
Compartment Unique Name |
String | 0
|
Unique name for identification of multiple compartments with same type/class | |
Compartment Action |
Object | 0
|
||
Get Out Action |
Object | 0
|
||
Jump Out Action |
Object | 0
|
||
Switch Seat Action |
Object | 0
|
||
Additional Actions |
Array of Objects | 0
|
||
Passenger Position Info |
Object | 0
|
||
Forced Free Look |
Boolean | 0
|
||
Mouse Steering |
Boolean | 0
|
||
Skip Character Door Animations From Seat |
Boolean | 0
|
The door closing animation (while getting in) and the door opening animation (while getting out) will not play on the character. | |
Eject Unconscious And Dead Characters |
Boolean | 0
|
||
Characters Can Fall Out On Flip |
Boolean | 0
|
||
Characters Fall Out Vector Seat Space |
Vector with 3 elements | 3
|
||
Seat Type |
Integer | 0
|
Seat type for animation instance identification | |
Door Info List |
Array of Integers | 0
|
List of doors which can be used to access this compartment. | |
Override Entry Position Info |
Object | 0
|
||
Override Exit Position Info |
Object | 0
|
||
UIInfo |
Object | 0
|
||
Base Coverage |
Scalar | 3
|
Defines how 'Covered' the compartment sounds by default. 1 = fully covered, 0 = open | |
Can Occupant Equip Gadget |
Boolean | 0
|
Speciffies either gadget can be equiped by occupant? | |
Restricted Item Types |
Array of Strings | 0
|
Item types that cannot be used in the compartment(see ECommonItemType enum for possible values) | |
Auto Connect To Turret |
String | 0
|
Automatically take over the turret with the given name when entering the compartment | |
Auto Connect Context Indices |
Flags | 0
|
ContextIDs that should be made active when auto-connecting to a turret | |
Can Turn Out |
Boolean | 0
|
Can character perform turn out from this compartment? | |
Turn Out Door Idx |
Integer | 0
|
When turning out/in, which door do we open/close? |
BaseSlotMapping
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Slot Name |
String | 0
|
Assigned slot |
CargoCompartmentSlot
Inherits from: BaseCompartmentSlot
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Context Name |
String | 0
|
The unique identifier of this context which will be used for cargo compartment registration and hashmap searches. |
CompartmentAccessibilityContext
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
BBHalf Extents |
Vector with 3 elements | 3
|
Trace Bounding Box half extents | |
Trace Offset |
Vector with 3 elements | 3
|
Trace offset from reffrence Point info | |
Trace Length |
Scalar | 3
|
Trace Length (change sign to change trace direction). | |
Use Entry Points As Refference |
Boolean | 0
|
Should door entry point info should be used as refference | |
Test Layer |
Flags | 0
|
Perform test in this phys layers | |
Exclude Physics Layer |
Flags | 0
|
Ignore bodies with this layers when performing test |
CompartmentDoorInfo
Inherits from: BaseCompartmentDoor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Context Name |
String | 0
|
The unique identifier of this context which will be used for compartment door registration and hashmap searches. | |
Coverage |
Scalar | 3
|
||
Open Door Action |
Object | 0
|
||
Close Door Action |
Object | 0
|
||
Entry Position Info |
Object | 0
|
Point that is used for prediction while opening and closing door, as well as while getting in the vehicle (unless we are already aligning to the seat, if the seat prediction is active). | |
AIEntry Position Info |
Object | 0
|
Point that is used for AI when getting into vehicle. Should be set only when AI cannot get into vehicle from EntryPointInfo | |
AIJump Target Position Info |
Object | 0
|
Point that is used for AI when getting into vehicle and need to jump. Should be set only when AI cannot get into vehicle from EntryPointInfo | |
Exit Position Info |
Object | 0
|
Point that is used for prediction while exiting vehicle, should be close to the doors. | |
Get In Teleport |
Boolean | 0
|
||
Get Out Teleport |
Boolean | 0
|
||
Portal Position Info |
Object | 0
|
Point that is used for locating the light portal. If not provided and the door is not fake, fetching light portal position is attempted by matching this door's context name with the context name on ActionManagerComponent. If a match is found, the pivot ID from the action is used. | |
Portal Signal Name |
String | 0
|
Signal for controlling the portal. Only used is Fake Door is set. Usefull when there's no physical door present yet we still want to register a light portal (e.g. small window openings on armored vehicles). If left empty and the context name is given, an attempt to fetch the signal name via ActionManagerComponent is made among its ScriptedSignalUserActions. | |
Align During Get Out |
Boolean | 0
|
If true, character can align from the seat to the door during get out. Otherwise they stay at the seat. | |
Get In Aligning Teleport |
Boolean | 0
|
If true, aligning of character to seat will be immediate (teleport). If false, aligning will be gradual over the course of next few frames. | |
Get Out Aligning Teleport |
Boolean | 0
|
If true, aligning of character to exit point will be immediate (teleport). If false, aligning will be gradual over the course of next few frames. | |
Get In Seat Aligning On Event |
Boolean | 0
|
If true, aligning of character to seat will wait until Event_GetOutAlignToExitPoint event. Otherwise it will be performed immediately on vehicle entering. | |
Get Out Aligning On Event |
Boolean | 0
|
If true, aligning of character to exit point will wait until Event_GetOutAlignToExitPoint event. Otherwise it will be performed immediately on vehicle exiting. | |
Fake Door |
Boolean | 0
|
Set to true if the door are not physically present | |
Activate Physics |
Boolean | 0
|
If true, character physics will activate during door opening/closing action after it has lerped to entry point. | |
Stance Change On Exit |
Integer | 0
|
Sets into which stance will character go upon exit. No change keeps the stance since entering the vehicle. | |
Accessibility Settings |
Object | 0
|
CompartmentToSlotMapping
Inherits from: BaseSlotMapping
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Coverage |
Scalar | 3
|
Defines how 'Covered' the slot is. 1 = fully covered, 0 = open | |
Compartments |
Array of Strings | 0
|
Compartments connected to this slot |
TurretCompartmentSlot
Inherits from: BaseCompartmentSlot
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Direct Aim Mode |
Boolean | 0
|
Is aiming uses direct mode? (BTR...) | |
Allow Aiming |
Boolean | 0
|
Should aiming be allowed when in compartment | |
Procedural Sidestepping And Height Adjustment |
Boolean | 0
|
Allow procedural sidestepping and height adjustment - walking around a turret is not a part of the animation poses, but done using commands. | |
Sidestep Angle |
Scalar | 3
|
The change in angle if the character performs a sidestep, in degrees. | |
Sidestep Margin |
Scalar | 3
|
How much the character can turn before a sidestep is triggered, in degrees. | |
Height Adjustment Limits |
Vector with 2 elements | 3
|
Min and max height between the weapon handles and the floor that the animations graph can handle. X=Min, Y=Max, both in centimeters. | |
Sidestep Ray ZOffset |
Scalar | 3
|
Offset of the ray determining whether the character can move left or right. Defined in centimeters in character space. Negative value moves the ray to the back. | |
Height Adjustment Ray ZOffset |
Scalar | 3
|
Offset of the ray determining the standing height from the root of the character. Defined in centimeters in character space. Negative value moves the ray to the back. | |
Character Weapon Handling |
Boolean | 0
|
BaseFuelNode
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Fuel Type |
Integer | 0
|
Fuel type | |
Max Fuel |
Scalar | 3
|
Maximum amount of fuel this component can hold | |
Fuel Cap Position |
Object | 0
|
Fuel cap point representation. |
FuelManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Fuel Nodes |
Array of Objects | 0
|
List of context definitions for user actions to be registered into |
BaseLightManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Lights Enabled |
Boolean | 0
|
Are lights enabled? | |
High Beam Turns Off Head Lights |
Boolean | 0
|
Do high beam lights turn off headlights | |
Light Slots |
Array of Objects | 0
|
List of lights definitions for slot to be registered into | |
Emissive Surface Slots |
Array of Objects | 0
|
List of emissive surface parts | |
Light Action |
Array of Objects | 0
|
BaseLightSlot
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Light Type |
Integer | 0
|
||
Light Functional |
Boolean | 0
|
Is light functional? | |
Light State |
Boolean | 0
|
Is light on? | |
Light Position Info |
Object | 0
|
||
Light Prefab |
Resource Name | 0
|
Prefab to spawn in that slot. | |
Light Radius Override |
Scalar | 3
|
Overrides the prefab radius if above 0 | |
Light Cone Angle Override |
Scalar | 3
|
Overrides the prefab radius if above 0 | |
Light Cast Shadows Override |
Integer | 0
|
Overrides the prefab radius if above -1 | |
Light Should Tick |
Boolean | 0
|
Should light tick? | |
Light Side |
Integer | 0
|
Which side of the vehicle is the light on? | |
Light Phase Time |
Scalar | 3
|
Time for each Light Phase | |
Is Presence Light |
Boolean | 0
|
Should be considered a presence light? | |
Parent Surface |
String | 0
|
SurfaceLightConfigItem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
For Light Type |
Integer | 0
|
||
Priority |
Integer | 0
|
||
Emissive Multiplier |
Integer | 0
|
||
Emissive Color Tint |
Color | 4
|
EmissiveLightSurfaceSlot
Inherits from: RegisteringComponentSlotInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Light Type |
Flags | 0
|
||
Light Side |
Integer | 0
|
||
Emissive On Multiplier |
Integer | 0
|
||
Emissive Off Multiplier |
Integer | 0
|
||
Configurations Override |
Array of Objects | 0
|
VehicleWheelSound
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Filename |
Resource Name | 0
|
||
Min step |
Scalar | 3
|
Minimum distance for repeating trace | |
Sound Point |
Object | 0
|
VehicleSoundComponent
Inherits from: SoundComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Wheels |
Array of Objects | 0
|
TurretComponent
Inherits from: AimingComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
aim Direction |
Object | 0
|
||
Camera Ads Attachment |
Object | 0
|
ADS Camera attachment reference | |
Turret Init Stabilization |
Integer | 0
|
Turret init stabilization | |
Turret Enabled Stabilization |
Integer | 0
|
Turret enabled stabilization | |
missile Weapon Link |
Object | 0
|
||
ik Targets |
Array of Objects | 0
|
||
aim Rotation Bones |
Array of Strings | 0
|
Name of bones that rotate during turret aiming. | |
Turret Speed |
Vector with 2 elements | 3
|
Turret Speed [deg/s] | |
Turret Acceleration |
Vector with 2 elements | 3
|
Turret Acceleration [deg/s^2] | |
Turret Deceleration |
Vector with 2 elements | 3
|
Turret Deceleration [deg/s^2] | |
Turret Interpolation Max Speed |
Vector with 2 elements | 3
|
Turret Interpolation Max Speed. Used only for interpolation on non owner player. | |
Turret Interpolation Speed Control |
Vector with 2 elements | 3
|
Turret Interpolation Speed Controls. Used only for interpolation on non owner player. | |
Turret Crank Ratio |
Vector with 2 elements | 3
|
Turret to crank ratio for hand-cranked turrets. Only used for animation purposes | |
Turret Parts |
Array of Objects | 0
|
||
Turret Part Signals |
Array of Strings | 0
|
Turret signals forwarded all turret parts | |
Base Speed |
Scalar | 3
|
Base Speed [deg/s] | |
Base Acceleration |
Scalar | 3
|
Base Acceleration [deg/s^2] | |
Base Deceleration |
Scalar | 3
|
Base Deceleration [deg/s^2] | |
Base Interpolation Max Speed |
Scalar | 3
|
Base Interpolation Max Speed. Used only for interpolation on non owner player. | |
Base Interpolation Speed Control |
Scalar | 3
|
Base Interpolation Speed Controls. Used only for interpolation on non owner player. | |
Use Weapon Sights |
Boolean | 0
|
Allow turret to use weapon sights |
TurretPart
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Slot Name |
String | 0
|
Name of a slot in slot manager representing turret part |
TurretSlotComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attach Type |
Object | 0
|
EntitySlotInfo | |
Turret Template |
Resource Name | 0
|
TURRET_TEMPLATE |
VehicleBaseSimulation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Signals Source Access |
Object | 0
|
||
Animation |
Object | 0
|
VehicleFixedWingSimulation
Inherits from: VehicleBaseSimulation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Simulation |
Object | 0
|
HelicopterRotorConfig
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Simulation Index |
Integer | 0
|
Links to rotor in simulation config | |
Animation Index |
Integer | 0
|
Links to vehicle part in animation config | |
Static Model |
Resource Name | 0
|
Model representing non-spinning rotor blades | |
Spinning Model |
Resource Name | 0
|
Model representing spinning rotor blades | |
Destroyed Model |
Resource Name | 0
|
Model representing destroyed rotor blades |
VehicleHelicopterSimulation
Inherits from: VehicleBaseSimulation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Simulation |
Object | 0
|
||
Rotor Configs |
Array of Objects | 0
|
Configuration of helicopter rotors |
VehicleTrackedSimulation
Inherits from: VehicleBaseSimulation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Simulation |
Object | 0
|
||
Track Positions |
Array of Vectors with 2 elements | 3
|
||
Track Length |
Scalar | 3
|
||
Track Thickness |
Scalar | 3
|
||
Track Offset1 |
Vector with 3 elements | 3
|
||
Track Offset2 |
Vector with 3 elements | 3
|
||
Track Segment |
Resource Name | 0
|
||
Track Sprocket Axle |
Integer | 0
|
||
Track Idler Axle |
Integer | 0
|
VehicleWheeledSimulation
Inherits from: VehicleBaseSimulation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Simulation |
Object | 0
|
VehicleWheeledSimulation_SA_B
Inherits from: VehicleBaseSimulation
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Simulation |
Object | 0
|
CarControllerComponent
Inherits from: VehicleControllerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Type |
Integer | 0
|
Controls type | |
Transmission RND |
Boolean | 0
|
Transmission has three settings: reverse, neutral and drive | |
Steering Forward Speed |
Array of Vectors with 2 elements | 3
|
Steering speed when actively steering away from center [km/h, deg/s] | |
Steering Backward Speed |
Array of Vectors with 2 elements | 3
|
Steering speed when actively steering towards center [km/h, deg/s] | |
Steering Center Speed |
Array of Vectors with 2 elements | 3
|
Steering speed when no steering is applied [km/h, deg/s] | |
Throttle Curve |
Array of Vectors with 2 elements | 3
|
Throttle application with respect to engine's RPM [rpm, %] | |
Reverse Curve |
Array of Vectors with 2 elements | 3
|
Throttle application with respect to engine's RPM while in reverse [rpm, %] | |
Throttle Reaction Time |
Scalar | 3
|
Time to reach wanted value of throttle [s] | |
Throttle Turbo Time |
Scalar | 3
|
Time to reach wanted value of throttle in turbo mode [s] | |
Throttle Turbo |
Scalar | 3
|
Amount of throttle depending on turbo mode | |
Throttle Effect |
Object | 0
|
||
Throttle Effect Reverse |
Object | 0
|
||
Braking Curve |
Array of Vectors with 2 elements | 3
|
Brake application over time [%, s] | |
Brake Turbo Time |
Scalar | 3
|
Time to reach wanted value of brake in turbo mode [s] | |
Brake Effect |
Object | 0
|
||
Brake Effect Reverse |
Object | 0
|
||
Clutch Uncouple Time |
Scalar | 3
|
Time to uncouple clutch [s] | |
Clutch Couple Time |
Scalar | 3
|
Time to couple clutch [s] | |
Clutch Feedback Rpm |
Scalar | 3
|
Feedback RPM at which moving off is disabled\nUses Idle RPM if set to 0\n[RPM] | |
Clutch Uncouple Rpm |
Scalar | 3
|
Engine RPM at which clutch is fully uncoupled while moving off | |
Clutch Couple Rpm |
Scalar | 3
|
Engine RPM at which clutch is fully coupled while moving off | |
Clutch Feedback Factor |
Scalar | 3
|
Clutch feedback RPM factor while moving off uphill or downhill | |
Clutch Uncouple Factor |
Scalar | 3
|
Clutch uncouple RPM factor while moving off uphill or downhill | |
Clutch Couple Factor |
Scalar | 3
|
Clutch couple RPM factor while moving off uphill or downhill | |
Clutch Minimum Position |
Scalar | 3
|
Minimum clutch position while moving off | |
Clutch Minimum Factor |
Scalar | 3
|
Minimum clutch position factor while moving off uphill or downhill | |
Clutch Maximum Position |
Scalar | 3
|
Maximum clutch position while moving off | |
Clutch Maximum Factor |
Scalar | 3
|
Maximum clutch position factor while moving off uphill or downhill | |
Slope Smoothing |
Scalar | 3
|
Factor of filter that smooths out upshift and downshift RPMs | |
Latency |
Scalar | 3
|
Minimum time between gear switches [s] | |
Up Shift Factor |
Scalar | 3
|
Upshift RPM factor while going uphill or downhill | |
Up Shift Rpm |
Scalar | 3
|
Engine RPM required for upshifting | |
Down Shift Factor |
Scalar | 3
|
Downshift RPM factor while going uphill or downhill | |
Down Shift Rpm |
Scalar | 3
|
Engine RPM required for downshifting | |
Turbo Shift Factor |
Scalar | 3
|
Upshifting and downshifting RPM ratio in Turbo mode |
CarControllerComponent_B
Inherits from: VehicleControllerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Type |
Integer | 0
|
Controls type | |
Transmission RND |
Boolean | 0
|
Transmission has three settings: reverse, neutral and drive | |
Steering Forward Speed |
Array of Vectors with 2 elements | 3
|
Steering speed when actively steering away from center [km/h, deg/s] | |
Steering Backward Speed |
Array of Vectors with 2 elements | 3
|
Steering speed when actively steering towards center [km/h, deg/s] | |
Steering Center Speed |
Array of Vectors with 2 elements | 3
|
Steering speed when no steering is applied [km/h, deg/s] | |
Throttle Curve |
Array of Vectors with 2 elements | 3
|
Throttle application with respect to engine's RPM [rpm, %] | |
Reverse Curve |
Array of Vectors with 2 elements | 3
|
Throttle application with respect to engine's RPM while in reverse [rpm, %] | |
Throttle Reaction Time |
Scalar | 3
|
Time to reach wanted value of throttle [s] | |
Throttle Turbo Time |
Scalar | 3
|
Time to reach wanted value of throttle in turbo mode [s] | |
Throttle Turbo |
Scalar | 3
|
Amount of throttle depending on turbo mode | |
Braking Curve |
Array of Vectors with 2 elements | 3
|
Brake application over time [%, s] | |
Brake Turbo Time |
Scalar | 3
|
Time to reach wanted value of brake in turbo mode [s] | |
Clutch Uncouple Time |
Scalar | 3
|
Time to uncouple clutch [s] | |
Clutch Couple Time |
Scalar | 3
|
Time to couple clutch [s] | |
Clutch Uncouple Rpm |
Scalar | 3
|
Engine RPM at which clutch is fully uncoupled while moving off | |
Clutch Couple Rpm |
Scalar | 3
|
Engine RPM at which clutch is fully coupled while moving off | |
Clutch Uncouple Factor |
Scalar | 3
|
Clutch uncouple RPM factor while moving off uphill or downhill | |
Clutch Couple Factor |
Scalar | 3
|
Clutch couple RPM factor while moving off uphill or downhill | |
Clutch Minimum Position |
Scalar | 3
|
Minimum clutch position while moving off | |
Clutch Minimum Factor |
Scalar | 3
|
Minimum clutch position factor while moving off uphill or downhill | |
Slope Smoothing |
Scalar | 3
|
Factor of filter that smooths out upshift and downshift RPMs | |
Latency |
Scalar | 3
|
Minimum time between gear switches [s] | |
Up Shift Factor |
Scalar | 3
|
Upshift RPM factor while going uphill or downhill | |
Up Shift Rpm |
Scalar | 3
|
Engine RPM required for upshifting | |
Down Shift Factor |
Scalar | 3
|
Downshift RPM factor while going uphill or downhill | |
Down Shift Rpm |
Scalar | 3
|
Engine RPM required for downshifting | |
Turbo Shift Factor |
Scalar | 3
|
Upshifting and downshifting RPM ratio in Turbo mode |
HelicopterControllerComponent
Inherits from: VehicleControllerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Ground Assist Disable Time |
Scalar | 3
|
Time required to disable ground assist. Collective limit is removed. | |
Ground Assist Enable Time |
Scalar | 3
|
Time required to enable ground assist. Collective limit is applied. | |
Ground Assist Collective Limit |
Scalar | 3
|
Maximum collective value available while ground assist is active |
TurretControllerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Can Aim Only In ADS |
Boolean | 0
|
||
Has Moveable Base |
Boolean | 0
|
||
Limits Horiz |
Vector with 2 elements | 3
|
Override aiming horizontal limits of turret (standing stance) if different than 0 (turn) | |
Limits Vert |
Vector with 2 elements | 3
|
Override aiming vertical limits of turret if (standing stance) different than 0 (elevation) | |
Limits Horiz Prone |
Vector with 2 elements | 3
|
Override aiming horizontal limits of turret (prone/sitting stance) if different than 0 (turn) | |
Limits Vert Prone |
Vector with 2 elements | 3
|
Override aiming vertical limits of turret if (prone/sitting stance) different than 0 (elevation) | |
Ads Sound Bone Name |
String | 0
|
Name of the bone where to play the ads in and out sound | |
Should Aim In World Space |
Boolean | 0
|
||
Turret Reload Position |
Vector with 2 elements | 3
|
Turret Reload Position. Use a value greater than 360 to disable one axis. [deg] | |
Turret Unconscious Position |
Vector with 2 elements | 3
|
Turret unconscious Position. [deg] | |
Return To Position Before Reload |
Boolean | 0
|
Should return back to the position before reloading after the reload | |
Get Update Events When Empty |
Boolean | 0
|
If checked, turret will received EV_FIXEDFRAME even when not occupied | |
Can Be Overridden |
Boolean | 0
|
If true, can be overridden to receive input from outside of the turret (for commander override or pilot/copilot controlled weapons | |
Unique Turret Name |
String | 0
|
Name of the turret, used to connect a remote turret to a compartment slot |
VehicleControllerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Max Startup Time |
Scalar | 3
|
Maximum amount of time the engine startup should take per attempt (or if there are no animations) | |
Max Startup Attempts |
Integer | 0
|
Maximum number of attempts needed to start the engine | |
Engine Startup Chance |
Scalar | 3
|
Probability that each startup attempt has to succeed from 0 to 100 | |
Max Wants To Start Time |
Scalar | 3
|
Maximum amount of time the turning of the engine key should logically take | |
Air Intakes |
Array of Objects | 0
|
air intake positions in local space of vehicle | |
Max Lights Time |
Scalar | 3
|
Maximum amount of time the light toggle should take (or if there are no animations) | |
Shutdown Time |
Scalar | 3
|
Amount of time (some) vehicle systems automatically toggle off after the shutdown | |
Drowning Time |
Scalar | 3
|
Amount of time needed to completely drown the engine when all air intakes are underwater |
BaseWeaponManagerComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Default Weapon Index |
Integer | 0
|
Default weapon index to be selected (WeaponSlotComponent->Weapon Slot Index) | |
Sling Position |
Object | 0
|
Where weapon should be if it would be hanging on the sling |
BaseWeaponComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Signals Source Access |
Object | 0
|
||
use Aiming Type |
Integer | 0
|
defines which aiming component will be used | |
is Throwable |
Boolean | 0
|
||
is Fired From Script |
Boolean | 0
|
||
Weapon Type |
Integer | 0
|
Defines how AI will recognize this weapon | |
Allowed Raise |
Integer | 0
|
Is the weapon limited to raise/lowered state? | |
|
Integer | 0
|
If set to a value other than -1, weapons or weapon slots in BaseWeaponManagerComponent with the same value will share the same last shot time (their RPM will be synchronized). This is useful for a double-feed system. | |
should Handle Obstruction |
Boolean | 0
|
Should weapon obstruction be handled with current weapon in hands? | |
obstruction Test Character Offset |
Vector with 3 elements | 3u
|
Offset from character obstruction reffrence point (neck), to weapon handling point | |
obstruction Test Added Length |
Scalar | 3u
|
Offset from trace endpoint (character refference point + character offset + weapon length) that will be include in obstruction test. | |
obstruction Max Torso ZOffset |
Scalar | 3u
|
How much does character move back his body when in significant or full obstruction. In Slight obstruction body will get lerped into this position. | |
sign Obstr Weapon Constant Offset |
Vector with 3 elements | 3u
|
Base offset for weapon move IK when in signficant obstruction. | |
slight Obstr Weapon Max ZOffset |
Scalar | 3u
|
How much does character move back his weapon via weapon move IK when in max slight obstruction. | |
signi Obstr Weapon Max ZOffset |
Scalar | 3u
|
How much does character move back his weapon via weapon move IK when in max significant obstruction. | |
can Go To Full Obstruction |
Boolean | 0
|
If false the weapon doesn't go to full obstruction no matter how it's clipping. | |
obstruction Test BBScale |
Vector with 3 elements | 3u
|
Scale to apply to weapon bounding box when performing obstruction | |
sights Camera Roll Scaler |
Scalar | 3u
|
Recoil Roll (angular Z rotation) camera scaler, 0 allowed | |
Sound Int |
Integer | 0
|
Value of corresponding sound signal when weapon is hold | |
Deployment Trigger Effect |
Object | 0
|
WeaponComponent
Inherits from: BaseWeaponComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
UIInfo |
Object | 0
|
||
Weapon Slot Type |
String | 0
|
Weapon slot type | |
Weapon Offset |
Vector with 3 elements | 3
|
Linear offset of weapon when held | |
Weapon Offset ADS |
Vector with 3 elements | 3
|
Linear offset of weapon when aiming | |
Can Be On Sling |
Boolean | 0
|
Should current weapon be allowed to be placed on sling? | |
Be Active When Dropped |
Boolean | 0
|
Should the weapon be active when it is dropped? | |
Be Active When Init Without Parent |
Boolean | 0
|
Should the weapon be active when it is spawned without parent? | |
Weapon Index |
Integer | 0
|
Numeric index of weapon, used for ordering in weapon manager copmonent |
WeaponSlotComponent
Inherits from: BaseWeaponComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attach Type |
Object | 0
|
Relative transformation of weapon when its held in hands | |
Weapon Template |
Resource Name | 0
|
Weapon template to spawn by default in this slot | |
Weapon Slot Type |
String | 0
|
Weapon type that can be accepted in this weapon slot | |
Weapon Slot Index |
Integer | 0
|
Numeric index of slot, used for ordering | |
Holstered Index |
Integer | 0
|
Numeric index of holster variable, used for animation |
BaseWeaponAimModifier
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Name |
String | 0
|
||
Is Enabled |
Boolean | 0
|
RecoilData
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Curve X |
Array of Vectors with 2 elements | 3
|
||
Curve Y |
Array of Vectors with 2 elements | 3
|
||
Curve Z |
Array of Vectors with 2 elements | 3
|
||
Curve Time Scale |
Scalar | 3
|
Time multiplier of recoil progress | |
Curve Magnitudes |
Vector with 3 elements | 3
|
Curve magnitudes per curve axis | |
Curve Mins |
Vector with 3 elements | 3
|
Calculated progress value is clamped between min and max. | |
Curve Maxs |
Vector with 3 elements | 3
|
Calculated progress value is clamped between min and max. | |
Base Recoil Scale |
Scalar | 3
|
||
Move Recoil Scale |
Scalar | 3
|
||
One Hand Scale |
Scalar | 3
|
Extra scale that is additively added when weapon is held in one hand. | |
Deployment Multiplier |
Vector with 3 elements | 3
|
Deployment multiplier per axis (no bipod) | |
Bipod Deployment Multiplier |
Vector with 3 elements | 3
|
Deployment multiplier per axis (with bipod) |
RecoilWeaponAimModifier
Inherits from: BaseWeaponAimModifier
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Linear Data |
Object | 0
|
||
Angular Data |
Object | 0
|
||
Turn Offset Data |
Object | 0
|
SwayWeaponAimModifier
Inherits from: BaseWeaponAimModifier
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Linear Damping |
Vector with 3 elements | 3
|
||
Linear Magnitude |
Scalar | 3
|
||
Angular Damping |
Vector with 3 elements | 3
|
||
Angular Magnitude |
Scalar | 3
|
||
ADS Multiplier |
Scalar | 3
|
Breath sway ADS multiplier | |
Focus Multiplier |
Scalar | 3
|
Breath sway focus mode multiplier (ADS only), overrides ADS mult | |
Stamina Magnitude Curve |
Array of Vectors with 2 elements | 3
|
||
Stamina Scale Mins |
Vector with 3 elements | 3
|
||
Stamina Scale Maxs |
Vector with 3 elements | 3
|
||
Linear Inertia Magnitude |
Vector with 3 elements | 5u
|
||
Angular Inertia Magnitude |
Vector with 3 elements | 5u
|
||
Angular Inertia Magnitude ADS |
Vector with 3 elements | 5u
|
||
Linear Inertia Decay Speed |
Scalar | 3
|
||
Angular Inertia Decay Speed |
Scalar | 3
|
||
Lower Translation |
Vector with 3 elements | 5u
|
||
Lower Rotation |
Vector with 3 elements | 5u
|
||
Lower Speed |
Scalar | 3
|
||
Damage To Sway |
Scalar | 3
|
||
One Hand Multiplier |
Scalar | 3
|
Additive scale added on top of default scale when weapon is held in one hand. | |
Deployment Multiplier |
Scalar | 3
|
Scale multiplier when weapon is deployed. |
WeaponAimModifier
Inherits from: BaseWeaponAimModifier
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
AIM X COEF |
Scalar | 3
|
||
AIM Y COEF |
Scalar | 3
|
||
TURN X COEF |
Scalar | 3
|
||
TURN Y COEF |
Scalar | 3
|
ZeroingWeaponAimModifier
Inherits from: BaseWeaponAimModifier
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Rotation Interpolation Speed |
Scalar | 3
|
Speed of rotation interpolation, multiplier of time delta | |
Translation Interpolation Speed |
Scalar | 3
|
Speed of translation interpolation, multiplier of time delta |
AttachmentSlotComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Attachment Slot |
Object | 0
|
||
Attachment Type |
Object | 0
|
Object which specifies compatibility. | |
Attachment Obstructs |
Boolean | 0
|
Whether attachment obstructs other attachments. | |
Show In Inspection |
Boolean | 0
|
The slot should be displayed while doing the inspection? |
BaseFireMode
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Max Burst |
Scalar | 3
|
Number of projectiles spawned in time (-1 for full auto) | |
Burst Type |
Integer | 0
|
How the weapon reacts to trigger release during a burst | |
Max Salvo |
Scalar | 3
|
Number of projectiles spawned in one simultaneously, should be <= to MaxBurst and <= number of muzzles (-1 to use all muzzles) | |
Rounds Per Minute |
Scalar | 3
|
Rounds per minute | |
UIName |
String | 0
|
How this firemode is visible for player on HUD | |
Manual Action |
Boolean | 0
|
If true, weapon has manual action (bolt/pump etc) | |
Gamepad Trigger effect |
Object | 0
|
||
Empty Trigger effect |
Object | 0
|
||
Firing Trigger effect |
Object | 0
|
BaseMagazineComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Magazine Well |
Object | 0
|
Object which specifies compatibility with magazine types. | |
Custom Animation Attributes |
Object | 0
|
Custom character animation attributes override when character using weapon with this magazine. |
MagazineAnimationComponent
Inherits from: BaseItemAnimationComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Animated Mesh |
Resource Name | 0
|
Animated mesh, that will be used when magazine is active | |
Bullet Meshes To Hide |
Array of Strings | 0
|
||
Empty State Meshes To Hide |
Array of Strings | 0
|
MagazineComponent
Inherits from: BaseMagazineComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
UIInfo |
Object | 0
|
Data container for UI info for this magazine | |
Item Model |
Resource Name | 0
|
Item model | |
Max Ammo |
Integer | 0
|
The amount of ammo in the magazine. | |
Ammo Config |
Resource Name | 0
|
||
Ammo Mapping |
Array of Integers | 0
|
MagazineConfig
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Ammo Resource Array |
Array of Resource Names | 0
|
BaseMuzzleComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Muzzle Type |
Integer | 0
|
defines which Muzzle Type it is | |
Muzzle End Positions |
Array of Objects | 0
|
For each barrel, position muzzle ends | |
Projectile Spawn Positions |
Array of Objects | 0
|
For each barrel, position where projectile should be spawned | |
Chambered Ammo |
Boolean | 0
|
Can muzzle be chambered | |
Fire Modes |
Array of Objects | 0
|
Fire modes given by this muzzle | |
Missile Weapon Link |
Object | 0
|
Object which links projectile with weapon, fe. missile guidance. | |
Magazine Well |
Object | 0
|
Object which specifies compatibility with magazine types. | |
Bullet Init Speed Coef |
Scalar | 3
|
How much this muzzle changes initial speed of bullet. Fe. longer barrels achieve higher velocity. | |
Dispersion Diameter |
Scalar | 3
|
Diameter of dispersion cone at DispersionRange. [m] | |
Dispersion Range |
Scalar | 3
|
Distance from target where DispersionDiameter is being measured. [m] | |
Weapon Aim Modifiers |
Array of Objects | 0
|
||
UIInfo |
Object | 0
|
UI Information for that object | |
Disposable |
Boolean | 0
|
Is this barrel disposable? | |
Needs Setup |
Boolean | 0
|
Does this barrel need setup to be used? | |
Initial Setup |
Boolean | 0
|
What is the initial setup of the barrel? | |
Custom Animation Attributes |
Object | 0
|
Custom character animation attributes override when character using weapon with this muzzle selected | |
Supports Lowered |
Boolean | 0
|
Do previously set attributes support lowered stance | |
Reload Duration |
Scalar | 3
|
Currently used for weapons without animation like a turret. [s] | |
Out Of ADSWhile Reloading |
Boolean | 0
|
Get out of ADS while reloading the turret. | |
Allow Weapon Deployment |
Boolean | 0
|
Allow weapon deployment when this muzzle is active. | |
LEFT HAND TARGET |
Object | 0
|
Left hand IK position for weapon deployment | |
RIGHT HAND TARGET |
Object | 0
|
Right hand IK position for weapon deployment | |
BUTSTOCK TRANSFORMATION |
Object | 0
|
Butstock position | |
Gamepad Effect Context |
String | 0
|
GamepadEffectContext (defined in GamepadEffectsManagerComponent) which gets enabled/disabled when this Muzzle is active/inactive. | |
ADS Gamepad Trigger effect |
Object | 0
|
MortarMuzzleComponent
Inherits from: MuzzleInMagComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Fire Delay |
Scalar | 3
|
Delays the firing of the mortar in seconds when the firemode is set to automatic. |
MuzzleComponent
Inherits from: BaseMuzzleComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Magazine Position |
Object | 0
|
Position of magazine | |
Magazine Template |
Resource Name | 0
|
Magazine prefab to spawn |
MuzzleInMagComponent
Inherits from: BaseMuzzleComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Projectile Position |
Object | 0
|
Position of the projectile on the weapon | |
Ammo Template |
Resource Name | 0
|
Ammo type | |
Max Ammo |
Integer | 0
|
||
Allow Detaching Projectile |
Boolean | 0
|
||
Initial Ammo |
Integer | 0
|
||
Projectile Visible |
Boolean | 0
|
Should projectile be visible in muzzle, when loaded | |
Is Attachment |
Boolean | 0
|
Is this muzzle an attachment on the weapon? | |
Reload UGL |
Boolean | 0
|
Should reloading of Under Barell should be used? |
RocketEjectorMuzzleComponent
Inherits from: BaseMuzzleComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Projectiles Visible |
Boolean | 0
|
Should projectiles be visible in muzzle, when loaded | |
Projectile Positions |
Array of Objects | 0
|
Positions of the projectiles on the weapon | |
Pod Weapon Skip Empty |
Boolean | 0
|
Does the pod skip empty tubes? If true, uninterrupted fire is possible until the pod is empty | |
Ejector Interface |
Object | 0
|
Object which specifies compatibility with rocket/projectile types. |
BaseCollimatorReticleColor
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Reticle Color |
Color | 4
|
Reticle inner color | |
Glow Color |
Color | 4
|
Reticle glow color |
BaseCollimatorReticleInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Reticle Index |
Integer | 0
|
Reticle index in the emat texture array | |
Do Override |
Boolean | 0
|
If checked, use given angular size and reticle portion. If no, use defaults | |
Reticle Default Angular Size |
Scalar | 5u
|
Reticle's default angular size, in degrees. 0 to disable constant angluar size. | |
Reticle Default Texture Portion |
Scalar | 5u
|
Reticle's default procetage of texture coverage, i.e. how big the reticle is compared to the complete texture, from 0 to 1. 0 to disable constant angluar size. |
BaseCollimatorSightsComponent
Inherits from: BaseSightsComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Collimator Top Left |
Object | 0
|
Top Left point of the Collimator projection plane | |
Collimator Bottom Right |
Object | 0
|
Bottom Right point of the Collimator projection plane | |
Collimator Center |
Object | 0
|
Center point of the Collimator projection plane. May be left blank to take the average of Top Right and Bottom Left points | |
Collimator Aspect Ratio |
Boolean | 0
|
Reticle has 1:1 Aspect ratio (if false, it is assumed that the reticle uses the entire UV range in either direction) | |
Reticle Default Angular Size |
Scalar | 5u
|
Reticle's default angular size, in degrees. 0 to disable constant angluar size. | |
Reticle Default Texture Portion |
Scalar | 5u
|
Reticle's default procetage of texture coverage, i.e. how big the reticle is compared to the complete texture, from 0 to 1. 0 to disable constant angluar size. | |
ADSActivation Percentage |
Scalar | 3
|
Percentage between 0 (immediately) and 1 (after full blend) when the ADS sights activates | |
ADSDeactivation Percentage |
Scalar | 3
|
Percentage between 0 (after full blend out) and 1 (immediately) when the ADS sights deactivates | |
Default Reticle Color |
Integer | 0
|
Default color index for reticle from the color array. | |
Reticle Colors |
Array of Objects | 0
|
Definition for different reticle colors | |
Default Reticle Index |
Integer | 0
|
Default Reticle Index from reticle Infos array (or from emat if array is empty) | |
Reticle Infos |
Array of Objects | 0
|
Definition for different reticles | |
Initial Horziontal Angular Correction |
Scalar | 3
|
Initial horizontal (windage) adjustment angle, in Mils | |
Initial Vertical Angular Correction |
Scalar | 3
|
Initial vertical (drop compensation) adjustment angle, in Mils | |
Collimator Can Be Animated |
Boolean | 0
|
Set to true if the sight can be animated/change position. An example would be the XM60 sights of the UH-1 which can be deployed and retracted | |
Reticle Auto Bright |
Boolean | 0
|
Ambient light sensor can automatically adjust reticle brightness | |
Reticle Auto Bright Flip |
Boolean | 0
|
If true, sight gets brighter in darkness | |
Reticle Auto Upper |
Scalar | 5u
|
Upper value at which the reticle has maximum brightness | |
Reticle Auto Lower |
Scalar | 5u
|
Lower value at which the reticle disappears | |
Reticle Auto Clamp Day Night |
Boolean | 0
|
If true, reticle brightness is between day and night brightness. If false, brightness is between day brightness and completely off | |
Reticle Auto Toggle |
Boolean | 0
|
If true, can toggle between automatic and fixed brightness. If false, only supports automatic brightness | |
Collimator Is Vehicle Sight |
Boolean | 0
|
If true, the sight is part of a HUD or vehicle sight and is always active | |
Collimator Compartment Name |
String | 0
|
Name of the compartment that this sight is connected to. |
SightRangeInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Range |
Vector with 2 elements | 6
|
Range information (x = animation value, y = range in meters) | |
Weapon Position |
Object | 0
|
Weapon position adjustments for this Range |
BaseSightsComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Sights Position |
Object | 0
|
||
Sights Ranges |
Array of Objects | 0
|
Zeroing Range, Rotation and Translation | |
Sights Ranges Default Index |
Integer | 0
|
Default sight range index selected from sight ranges array. | |
Sights FOVInfo |
Object | 0
|
Field of View defining info object. | |
Sights Point Front |
Object | 0
|
The sight point further from the character's eye | |
Sights Point Rear |
Object | 0
|
The sight point closer to the character's eye | |
ADSTime |
Scalar | 3
|
Time to ADS in seconds | |
Camera Recoil Amount |
Scalar | 3
|
Percentage of recoil applied to camera (0-300%). | |
Sights Priority |
Boolean | 0
|
If set, these sights are preferred when automatically selecting a new sights. | |
Sights Switch Skip |
Boolean | 0
|
If set, these sights are skipped when cylcing through multiple sights, and are only considered if they are the only ones | |
Zeroing Generator |
Object | 0
|
Class to generate Zeroing information | |
Sound Int |
Integer | 0
|
Value of corresponding sound signal when sight is used. | |
Sights Partial Hide ADS |
Boolean | 0
|
If true, use alpha test to partially hide sights on ADS | |
Sights Partial Freelook Factor |
Scalar | 3
|
Factor for making the hidden part reappear on freelook. 0 to disable (always hide on ADS) |
ZeroingMarkInfo
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Range |
Integer | 6
|
Zeroing Range Information | |
Marker Position |
Object | 0
|
Position of marker for this range |
BaseZeroingGenerator
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Zero Raise To Eye |
Boolean | 0
|
Add offset to raise sight line to eye | |
Zero Use Sight STo Eye Line |
Boolean | 0
|
Use the eye to sights line instead Z delta for animation |
FrontSightGLZeroingGenerator
Inherits from: BaseZeroingGenerator
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Default Weapon Template |
Resource Name | 0
|
Weapon that the sight would be attached to | |
Zeroing Marks |
Array of Objects | 0
|
Zeroing Range, Rotation and Translation |
RearSightZeroingGenerator
Inherits from: BaseZeroingGenerator
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Pivot Position |
Object | 0
|
Position of the center of rotation when held in hand. | |
Zeroing Marks |
Array of Objects | 0
|
Zeroing Range, Rotation and Translation |
PivotPointInfoItem
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Point info |
Object | 0
|
Pivot point position | |
System Identifier |
Integer | 0
|
Used internally to identify specific usage of a point (eg Aiming would use pivot point with identifier 2 in order to select pivot for Bipod) | |
Aim Limits Deployed Yaw |
Vector with 2 elements | 5u
|
||
Aim Limits Deployed Pitch |
Vector with 2 elements | 5u
|
||
Stabilization Points |
Array of Objects | 0
|
Set of points on weapon that should be touching surface in order to consider weapon stable, if left empty pivot point will be considered as single stabilization point | |
Stabilization Size |
Vector with 3 elements | 3
|
Size of stabilization endpoints |
VolumeDataProviderComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Size |
Vector with 3 elements | 3
|
||
Offset |
Vector with 3 elements | 3
|
||
Rotation |
Vector with 3 elements | 3
|
MissionHeader
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
World |
Resource Name | 0
|
NwkMovementComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Interpolation |
Integer | 0
|
Type of interpolation used. | |
Hierarchy Sync |
Boolean | 0
|
Sync transform even in hierarchy. Not necessary if handled by different means. |
BaseChatChannel
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Channel name |
String | 0
|
||
Style |
Object | 0
|
BaseChatEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Base style |
Object | 0
|
||
Channels |
Array of Objects | 0
|
Defines chat channels | |
Whisper channel |
Object | 0
|
Channel for private messages | |
Default channel |
String | 0
|
RplComponent
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Auto Hierarchy |
Boolean | 0
|
Hierarchy updates handled automatically by replication. |
GameplaySettings
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Crossplay Enabled |
Boolean | 0
|
SoundWorld
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Soundmap |
Resource Name | 0
|
||
Trees Num |
Integer | 0
|
||
Houses Num |
Integer | 0
|
||
Query Mult |
Scalar | 3
|
||
Filter Forest |
Integer | 0
|
||
Filter City |
Integer | 0
|
||
Filter Sea |
Integer | 0
|
||
Coast Width |
Integer | 0
|
||
Filter Coast |
Integer | 0
|
||
Lake Width |
Integer | 0
|
||
Lake Min Area |
Integer | 0
|
TimeAndWeatherManagerEntity
Param | Type | Default value | Unit | Description |
---|---|---|---|---|
Day Time Synchronization Rate |
Scalar | 3
|
Time of the day synchronization interval in seconds. Server only. | |
Sunrise signal Offset |
Scalar | 3
|
Offset from the time of sunrise to send signals | |
Sunset signal Offset |
Scalar | 3
|
Offset from the time of sunset to send signals | |
Time events Periodicity |
Integer | 0
|
Periodicity with which time events are checked (0 = never, 1 = per hour, 2 = per minute, 3 = per second) |