Список параметров XML

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[[category:XML]]
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[[Категория:XML]]
{{О статье
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First off: '''This article is a Work in Progress.'''
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<!--Write your article here--->
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In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars, such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden» parameters that are not currently in use in any XML files but still present in the source code of the game.
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First off: <b>This article is a Work in Progress.</b>
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Everything will be neatly organized in categories similar to the actual XML files. If a parameter is listed in ''italics'' it is a hidden parameter. If the description has a «?» behind it it means whoever put it there is uncertain whether the description is correct. It is highly recommended to use your browser’s search function to find the param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).
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In here you will find a list of all parameters ("params") found in various XML files for Crysis/Warhead/Wars, such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any "hidden" parameters that are not currently in use in any XML files but still present in the source code of the game.
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<br />
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'''Легенда'''
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* <bool> = 1/0 (true/false)
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* <int> = 1, 20, 500, 97574, и так далее. Число.
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* <string> = Слова и буквы, например, «fybullet»
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* <path> = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»
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Everything will be neatly organized in categories similar to the actual XML files. If a parameter is listed in <i>italics</i> it is a hidden parameter. If the description has a "?" behind it it means whoever put it there is uncertain whether the description is correct. It is highly recommended to use your browser's search function to find the param you're looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).
 
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<br>
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= Предметы (оружие, экипировка) =
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<!-- Legend -->
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<b>Legend</b>
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*<bool> = 1/0 (true/false)
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*<int> = 1, 20, 500, 97574, etc. A number.
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*<string> = Words and letters, eg; "fybullet"
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*<path> = Path to a specific file, eg; "objects/weapons/asian/fy71/fy_71_fp.chr"
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=== Параметры ===
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* '''giveable''' <bool> — Указывает, можно ли предмет купить, подобрать или «дать» игроку.
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* '''selectable''' <bool> — Указывает, можно ли выбрать предмет в инвентаре игрока.
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* '''select_override''' <bool> — Indicates if the time until the weapon can be used will be overridden.
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* '''droppable''' <bool> — Указывает, можно ли предмет выбросить.
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* '''auto_droppable''' <bool> — Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.
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* '''arms''' <bool> — Указывает, будет ли отображены руки для этого предмета.
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* '''two_hand''' <bool> — Указывает, нужно ли игроку две руки, чтобы подобрать предмет. Если нужны, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.
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* '''has_first_select''' <bool> — Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).
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* '''prone_not_usable''' <bool> — Указывает, может ли игрок ползти удерживая предмет.
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* '''pose''' <string> — Определяет позу модели игрока, которая будет при удерживании предмета.
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* '''mass''' <int> — Вес предмета, в кг, и то, насколько он будет замедлять игрока.
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* '''melee_attack_firemode''' <string> — Название режима огня, который будет использован для рукопашной атаки.
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* '''attach_to_back''' <bool> — Визуально присоединяет предмет к спине игрока в виде от третьего лица, когда предмет не используется.
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* '''raiseable''' <bool> — Указывает, может ли предмет быть поднят, когда игрок стоит рядом с объектом.
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* '''raise_distance''' <int> — Определяет, как близко игрок должен подойти к предмету, чтобы его поднять.
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* '''display_name''' <string> — Определяет отображаемое название. Для всех предметов это название должно быть определено в файле '''Game\Localized\Languages\game_text_messages.xml'''.
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=Items (guns, equipment)=
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=== Боеприпасы ===
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===Params===
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* '''name''' <string> — Specify the name of the ammo that will be used and obtained with the weapon. e.g; «fybullet» will use the same bullets as an FY71.
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*<b>giveable</b> <bool> - Indicates whether the item can be bought/picked up, "given" to the player.
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* '''extra''' <int> — Amount of ammo that is given, extra ammo, aside from the current clip.
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*<b>selectable</b> <bool> - Indicates whether the item can be selected in the player's inventory.
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* '''amount''' <int> — Amount of ammo that is given, already loaded into the magazine.
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*<b>select_override</b> <bool> - Indicates if the time until the weapon can be used will be overridden.
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* '''minammo''' <int> — Amount of ammo threshold used to indicate low ammo status on the HUD ?
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*<b>droppable</b> <bool> - Indicates whether the item can be dropped.
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* '''accessoryAmmo''' <int> — Amount of ammo that is given when weapon is picked up (aside from a default?)?
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*<b>auto_droppable</b> <bool> - Indicates whether the item will be automatically dropped when out of ammo.
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*<b>arms</b> <bool> - Indicates whether arms will be displayed for this item.
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*<b>two_hand</b> <bool> - Indicates whether the player needs to use 2 hands to carry the item. If so, the item can't be used when grabbing AI by the throat, or when holding a small object.
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*<b>has_first_select</b> <bool> - Plays an animation when the weapon is selected for the first time (as with the LAW and its expanding tube).
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*<b>prone_not_usable</b> <bool> - Indicates whether the player can prone when holding the item.
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*<b>pose</b> <string> - Sets the pose the player model will take when holding the item.
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*<b>mass</b> <int> - The weight of the item, in kg, and how much it will slow the player down when held.
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*<b>melee_attack_firemode</b> <string> - The name of the firemode that is used for melee combat.
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*<b>attach_to_back</b> <bool> - Visually attaches the weapon to the players back in 3rd person view when it's not in use.
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*<b>raiseable</b> <bool> - Indicates whether the item can be raised when the player faces an object from up close.
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*<b>raise_distance</b> <int> - Sets how close the player has to be to an object for the weapon to be raised.
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*<b>display_name</b> <string> - Sets the display name. For all items already present this refers to an entry in the Game\Localized\Languages\game_text_messages.xml file.
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===Ammos===
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=== Стрельба ===
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*<b>name</b> <string> - Specify the name of the ammo that will be used and obtained with the weapon. e.g; "fybullet" will use the same bullets as an FY71.
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* '''ammo_type''' <string> — The bullet the weapon will fire.
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*<b>extra</b> <int> - Amount of ammo that is given, extra ammo, aside from the current clip.
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* '''hit_type''' <string> — The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.
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*<b>amount</b> <int> - Amount of ammo that is given, already loaded into the magazine.
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* '''rate''' <int> — The rate of fire for the weapon (bullets fired per minute).
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*<b>minammo</b> <int> - Amount of ammo threshold used to indicate low ammo status on the HUD ?
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* '''damage''' <int> — The damage this weapon will do by default.
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*<b>accessoryAmmo</b> <int> - Amount of ammo that is given when weapon is picked up (aside from a default?)?
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* '''damage_drop_per_meter''' <int> — Amount of damage decrease per meter of projectile travel.
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* '''damage_drop_min_distance''' <int> — Minimum distance the projectile has to travel before initiating damage drop calculations.
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* '''reload_time''' <int> — The time between hitting the Reload key and the moment you can fire again. This does not affect the reload animation of the weapon.
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* '''bullet_chamber''' <bool> — Indicates whether the weapon has a bullet in the bullet chamber after reload (basically an extra bullet).
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* '''clip_size''' <int> — The maximum amount of bullets a magazine for this weapon can carry.
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* '''max_clips''' <int> — Maximum amount of clips that can be available for the weapon? Set to «0» to disallow reloading and buying new ammo?
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* '''helper_tp''' <string> — ?
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* '''nearmiss_signal''' <string> — Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?
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* '''autozoom''' <bool> — Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.
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* '''ooatracer_treshold''' <int> — This is the number of bullets left in clip before Out Of Ammo tracer (Red Tracer) shows while shooting.
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* '''aim_helper''' <bool> — Indicates whether an aim helper, showing where the player needs to aim, should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.
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* '''distance''' <int> — ?
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* '''autoaim''' <bool> — Indicates whether auto-aim is enabled on the weapon. (only works for HomingMissiles?)
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* '''autoaim_zoom''' <bool> — Indicates whether auto-aim is always available or only when zoomed.
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* '''autoaim_locktime''' <int> — Amount of time it takes for the weapon to lock on.
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* '''autoaim_distance''' <int> — Max distance vehicles may be at for the autoaim to be able to lock on.
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* '''autoaim_tolerance''' <int> — Amount the aim point can be moved before the lock is lost (in degrees).
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* '''autoaim_minvolume''' <int> — Min volume vehicles must be for the autoaim to be able to lock on. (Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)
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* '''autoaim_maxvolume''' <int> — Max volume vehicles may be for the autoaim to be able to lock on.
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* '''autoaim_autofiringdir''' <bool> — Indicates the rocket will be fired directly at the target, no matter what direction the weapon actually faces (provided the target is locked).
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* '''autoaim_timeout''' <bool> — Indicates whether the lock on a vehicle will time out after a certain period of time.
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* '''ai_vs_player_damage''' <int> — Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?
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===Fire===
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=== Отдача ===
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*<b>ammo_type</b> <string> - The bullet the weapon will fire.
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* '''max_recoil''' <string> — Maximum recoil for the weapon in any direction.
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*<b>hit_type</b> <string> - The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.
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* '''attack''' <string> — Amount of recoil per shot. (must be less than max)
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*<b>rate</b> <int> - The rate of fire for the weapon (bullets fired per minute).
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* '''decay''' <string> — Speed at which your gun returns to its normal position after firing. Lower is faster.
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*<b>damage</b> <int> - The damage this weapon will do by default.
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* '''maxx''' <string> — Max recoil on the X (backwards, causes upwards recoil) axis.
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*<b>damage_drop_per_meter</b> <int> - Amount of damage decrease per meter of projectile travel.
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* '''maxy''' <string> — Max recoil on the Y (sideways) axis.
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*<b>damage_drop_min_distance</b> <int> - Minimum distance the projectile has to travel before initiating damage drop calculations.
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* '''randomness''' <string> — Randomness of the recoil in any direction?
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*<b>reload_time</b> <int> - The time between hitting the Reload key and the moment you can fire again. This does not affect the reload animation of the weapon.
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* '''angular_impulse''' <string> — ?
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*<b>bullet_chamber</b> <bool> - Indicates whether the weapon has a bullet in the bullet chamber after reload (basically an extra bullet).
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* '''back_impulse''' <string> — The visual kickback of the gun?
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*<b>clip_size</b> <int> - The maximum amount of bullets a magazine for this weapon can carry.
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* '''impulse''' <string> — How hard the player should actually be pushed back when firing.
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*<b>max_clips</b> <int> - Maximum amount of clips that can be available for the weapon? Set to "0" to disallow reloading and buying new ammo?
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*<b>helper_tp</b> <string> - ?
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*<b>nearmiss_signal</b> <string> - Indicates if the "nearmiss" sound will play if a shot from the weapon just misses a target?
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*<b>autozoom</b> <bool> - Indicates whether the player's view will gradually zoom in when firing the weapon for a longer time.
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*<b>ooatracer_treshold</b> <int> - This is the number of bullets left in clip before Out Of Ammo tracer (Red Tracer) shows while shooting.
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*<b>aim_helper</b> <bool> - Indicates whether an aim helper, showing where the player needs to aim, should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.
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*<b>distance</b> <int> - ?
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*<b>autoaim</b> <bool> - Indicates whether auto-aim is enabled on the weapon. (only works for HomingMissiles?)
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*<b>autoaim_zoom</b> <bool> - Indicates whether auto-aim is always available or only when zoomed.
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*<b>autoaim_locktime</b> <int> - Amount of time it takes for the weapon to lock on.
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*<b>autoaim_distance</b> <int> - Max distance vehicles may be at for the autoaim to be able to lock on.
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*<b>autoaim_tolerance</b> <int> - Amount the aim point can be moved before the lock is lost (in degrees).
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*<b>autoaim_minvolume</b> <int> - Min volume vehicles must be for the autoaim to be able to lock on. (Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)
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*<b>autoaim_maxvolume</b> <int> - Max volume vehicles may be for the autoaim to be able to lock on.
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*<b>autoaim_autofiringdir</b> <bool> - Indicates the rocket will be fired directly at the target, no matter what direction the weapon actually faces (provided the target is locked).
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*<b>autoaim_timeout</b> <bool> - Indicates whether the lock on a vehicle will time out after a certain period of time.
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*<b>ai_vs_player_damage</b> <int> - Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?
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===Recoil===
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=== Разброс ===
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*<b>max_recoil</b> <string> - Maximum recoil for the weapon in any direction.
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* '''min''' <string> — Minimum spread in all directions.
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*<b>attack</b> <string> - Amount of recoil per shot. (must be less than max)
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* '''max''' <string> — Maximum spread in all directions.
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*<b>decay</b> <string> - Speed at which your gun returns to its normal position after firing. Lower is faster.
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* '''attack''' <string> — Amount of spread per shot. (Must be less than max)
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*<b>maxx</b> <string> - Max recoil on the X (backwards, causes upwards recoil) axis.
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* '''decay''' <string> — Speed at which the spread decreases. Lower is faster. Is active whenever your spread is above minimum, but is more noticable when not firing.
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*<b>maxy</b> <string> - Max recoil on the Y (sideways) axis.
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* '''speed_m''' <string> — Amount of spread gained whilst moving.
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*<b>randomness</b> <string> - Randomness of the recoil in any direction?
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* '''rotation_m''' <string> — Amount of spread gained when moving mouse.
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*<b>angular_impulse</b> <string> - ?
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* '''crouchScale''' <string> — Amount the spread is scaled when the player is crouching.
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*<b>back_impulse</b> <string> - The visual kickback of the gun?
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* '''proneScale''' <string> — Amount the spread is scaled when the player is proned.
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*<b>impulse</b> <string> - How hard the player should actually be pushed back when firing.
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===Spread===
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=== Трассировка ===
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*<b>min</b> <string> - Minimum spread in all directions.
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* '''geometryFP''' <path> — Path to the object file of the first person tracer.
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*<b>max</b> <string> - Maximum spread in all directions.
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* '''geometry''' <path> — Path to the object file of the third person tracer.
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*<b>attack</b> <string> - Amount of spread per shot. (Must be less than max)
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* '''effectFP''' <path> — Path to the particle effect for the first person tracer.
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*<b>decay</b> <string> - Speed at which the spread decreases. Lower is faster. Is active whenever your spread is above minimum, but is more noticable when not firing.
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* '''effect''' <path> — Path to the third person particle effect for the tracer.
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*<b>speed_m</b> <string> - Amount of spread gained whilst moving.
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* '''speed''' <int> — Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)
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*<b>rotation_m</b> <string> - Amount of spread gained when moving mouse.
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* '''speedFP''' <int> — Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)
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*<b>crouchScale</b> <string> - Amount the spread is scaled when the player is crouching.
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* '''frequency''' <int> — How often a new tracer appears per bullet. If 1, every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.
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*<b>proneScale</b> <string> - Amount the spread is scaled when the player is proned.
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* '''helper_fp''' <string> — ?
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* '''helper_tp''' <string> — ?
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===Tracer===
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=== Rapid ===
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*<b>geometryFP</b> <path> - Path to the object file of the first person tracer.
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* '''min_speed''' <string> — ?
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*<b>geometry</b> <path> - Path to the object file of the third person tracer.
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* '''max_speed''' <string> — ?
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*<b>effectFP</b> <path> - Path to the particle effect for the first person tracer.
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* '''acceleration''' <string> — ?
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*<b>effect</b> <path> - Path to the third person particle effect for the tracer.
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* '''deceleration''' <string> — ?
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*<b>speed</b> <int> - Speed at which you see the tracer fly in third person. (should be equal to the bullet's speed)
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*<b>speedFP</b> <int> - Speed at which you see the tracer fly in first person. (should be equal to the bullet's speed)
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*<b>frequency</b> <int> - How often a new tracer appears per bullet. If 1, every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.
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*<b>helper_fp</b> <string> - ?
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*<b>helper_tp</b> <string> - ?
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===Rapid===
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=== Рукопашная атака ===
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*<b>min_speed</b> <string> - ?
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* '''helper''' <string> — Object used for collision detection when performing melee attack?
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*<b>max_speed</b> <string> - ?
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* '''offset''' <string> — ?
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*<b>acceleration</b> <string> - ?
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* '''damage''' <string> — Default damage done by a melee hit.
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*<b>deceleration</b> <string> - ?
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* '''impulse''' <string> — How much the player will be pushed back when performing a melee attack.
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* '''delay''' <string> — Time between pressing the Melee button and the damage happens.
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* '''duration''' <string> — Duration of the animation?/Duration of time the helper can collide with objects during animation?
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===Melee===
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=== Действия ===
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*<b>helper</b> <string> - Object used for collision detection when performing melee attack?
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* '''<action>''' <string> — Refers to an action listed elsewhere (near the top for all Crysis items)in the document that triggers an animation, sound, or anything else? For example <tt><param name="reload_chamber_empty" value="reload_tac"/></tt> refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.
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*<b>offset</b> <string> - ?
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*<b>damage</b> <string> - Default damage done by a melee hit.
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*<b>impulse</b> <string> - How much the player will be pushed back when performing a melee attack.
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*<b>delay</b> <string> - Time between pressing the Melee button and the damage happens.
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*<b>duration</b> <string> - Duration of the animation?/Duration of time the helper can collide with objects during animation?
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===Actions===
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=== Zoom ===
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*<b><action></b> <string> - Refers to an action listed elsewhere (near the top for all Crysis items)in the document that triggers an animation, sound, or anything else? For example <tt><param name="reload_chamber_empty" value="reload_tac"/></tt> refers to the "reload_chamber_empty" action, which triggers an animation. I'm unsure what the value refers to.
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* '''suffix''' <string> — Animation suffix. Example: «suffix name»_"animation name", without quotes.
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* '''suffix_FC''' <string> — Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom». «FCZoom_zoomin» is the animation for zooming with simple ironsights.
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* '''support_FC_IronSight''' <string> — Sets whether this zoommode is compatible with «Simple Ironsights»
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* '''blur_amount''' <string> — dof_mask multiplier?
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* '''dof_mask''' <string> — Path to the blur mask used for the depth of field (DoF) effect.
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* '''zoom_in_time''' <string> — Amount of time it takes to zoom in.
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* '''zoom_out_time''' <string> — Amount of time it takes to zoom out.
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* '''reflex_aimDot''' <bool> — Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?
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* '''reflex_dotEffect''' <path> — Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)
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* '''hbob_ratio''' <string> — Amount of Weapon movement according to the Player movement while zooming in this zoommode. Low amount = strong movement.
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* '''scope_mode''' <bool> — Indicates whether this is a scope or an ironsight zoommode.
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* '''scope_nearFov''' <string> — Field of view (FoV) when zoomed in. (the lower the more zoomed)
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* '''scope_offset''' <xyz> — Scope offset from the player view. (in x, y, z)
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===Zoom===
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=== zoomSway ===
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*<b>suffix</b> <string> - Animation suffix. Example: "suffix name"_"animation name" , without quotes.
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* '''maxX''' <string> — Maximum sway on the X (up and down) axis when zoomed in.
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*<b>suffix_FC</b> <string> - Animation suffix for the simple zoom. Example: Defined suffix is "FCZoom". "FCZoom_zoomin" is the animation for zooming with simple ironsights.
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* '''maxY''' <string> — Maximum sway on the Y (sideways) axis when zoomed in.
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*<b>support_FC_IronSight</b> <string> - Sets whether this zoommode is compatible with "Simple Ironsights"
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* '''stabilizeTime''' <string> — Time taken (not in seconds, try «50») for sway to stabilize down to minimum when activating scope/ironsight.
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*<b>blur_amount</b> <string> - dof_mask multiplier?
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* '''minScale''' <string> — Minimum amount of sway at any given time. Will override maxX/maxY settings.
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*<b>dof_mask</b> <string> - Path to the blur mask used for the depth of field (DoF) effect.
+
* '''strengthScale''' <string> — Amount the zoom sway is scaled when the player is in strength mode.
-
*<b>zoom_in_time</b> <string> - Amount of time it takes to zoom in.
+
* '''strengthScaleTime''' <string> — ?
-
*<b>zoom_out_time</b> <string> - Amount of time it takes to zoom out.
+
* '''crouchScale''' <string> — Amount the zoom sway is scaled when the player is crouching.
-
*<b>reflex_aimDot</b> <bool> - Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?
+
* '''proneScale''' <string> — Amount the zoom sway is scaled when the player is proned.
-
*<b>reflex_dotEffect</b> <path> - Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)
+
-
*<b>hbob_ratio</b> <string> - Amount of Weapon movement according to the Player movement while zooming in this zoommode. Low amount = strong movement.
+
-
*<b>scope_mode</b> <bool> - Indicates whether this is a scope or an ironsight zoommode.
+
-
*<b>scope_nearFov</b> <string> - Field of view (FoV) when zoomed in. (the lower the more zoomed)
+
-
*<b>scope_offset</b> <xyz> - Scope offset from the player view. (in x, y, z)
+
-
===zoomSway===
+
=== Scope ===
-
*<b>maxX</b> <string> - Maximum sway on the X (up and down) axis when zoomed in.
+
* '''scope''' <string> — ?
-
*<b>maxY</b> <string> - Maximum sway on the Y (sideways) axis when zoomed in.
+
* '''dark_in_time''' <string> — ?
-
*<b>stabilizeTime</b> <string> - Time taken (not in seconds, try "50") for sway to stabilize down to minimum when activating scope/ironsight.
+
* '''dark_out_time''' <string> — ?
-
*<b>minScale</b> <string> - Minimum amount of sway at any given time. Will override maxX/maxY settings.
+
-
*<b>strengthScale</b> <string> - Amount the zoom sway is scaled when the player is in strength mode.
+
-
*<b>strengthScaleTime</b> <string> - ?
+
-
*<b>crouchScale</b> <string> - Amount the zoom sway is scaled when the player is crouching.
+
-
*<b>proneScale</b> <string> - Amount the zoom sway is scaled when the player is proned.
+
-
===Scope===
+
=== spreadMod ===
-
*<b>scope</b> <string> - ?
+
While the zoom mode is being used the values in <spread> are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».
-
*<b>dark_in_time</b> <string> - ?
+
-
*<b>dark_out_time</b> <string> - ?
+
-
===spreadMod===
+
=== recoilMod ===
-
While the zoom mode is being used the values in <spread> are multiplied by the matching values here. Eg: "attack_mod" matches with "attack".  
+
While the zoom mode is being used the values in <recoil> are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».
-
===recoilMod===
+
= Боеприпасы (пули, ракеты, гранаты) =
-
While the zoom mode is being used the values in <recoil> are multiplied by the matching values here. Eg: "attack_mod" matches with "attack".
+
'''''Примечание:''' bullet also means rocket here.''
-
=Ammo (bullets, rockets, grenades)=
+
=== Флаги ===
-
<i><b>Note:</b> bullet also means rocket here.</i>
+
* '''clientonly''' <bool> — Indicates whether the ammo type is only hosted on the client or also on the server.
-
===Flags===
+
* '''ServerOnly''' <bool> — ?
-
*<b>clientonly</b> <bool> - Indicates whether the ammo type is only hosted on the client or also on the server.
+
* '''serverspawn''' <bool> — Indicates whether the bullet will spawn server-side?
-
*'''ServerOnly''' <bool> - ?
+
* '''predictspawn''' <bool> — Indicates whether the game will predict where the bullet will go (Only valid if ServerSpawn is set to true)
-
*<b>serverspawn</b> <bool> - Indicates whether the bullet will spawn server-side?
+
-
*<b>predictspawn</b> <bool> - Indicates whether the game will predict where the bullet will go (Only valid if ServerSpawn is set to true)
+
-
===Whiz===
+
=== Свист ===
-
*<b>sound</b> <path> - Path to the sound the bullet will make when it only just misses your head.
+
* '''sound''' <path> — Path to the sound the bullet will make when it only just misses your head.
-
*<b>speed</b> <string> - ?
+
* '''speed''' <string> — ?
-
===Ricochet===
+
=== Рикошет ===
-
*<b>sound</b> <path> - Path to the sound the bullet will make when it ricochets off an object.
+
* '''sound''' <path> — Path to the sound the bullet will make when it ricochets off an object.
-
*<b>speed</b> <string> - ?
+
* '''speed''' <string> — ?
-
===Physics===
+
=== Физика ===
-
*'''type''' <string> - "particle", "rigid", or "static"
+
* '''type''' <string> — «particle», «rigid», or «static»
''Particle/Rigid:''
''Particle/Rigid:''
-
*<b>mass</b> <string> - Weight of the bullet, in kg.
+
* '''mass''' <string> — Weight of the bullet, in kg.
-
*<b>speed</b> <string> - Speed at which the bullet will fly. (m/s)
+
* '''speed''' <string> — Speed at which the bullet will fly. (m/s)
-
*<b>material</b> <string> - Surface material applied to the bullet.
+
* '''material''' <string> — Surface material applied to the bullet.
-
*<b>single_contact</b> <bool> - Indicates whether the bullet/rocket will explode on first contact.
+
* '''single_contact''' <bool> — Indicates whether the bullet/rocket will explode on first contact.
-
*'''max_logged_collisions''' <int> - Maximum amount of collisions before the projectile disappears/explodes. single_contact must be set to 0.
+
* '''max_logged_collisions''' <int> — Maximum amount of collisions before the projectile disappears/explodes. single_contact must be set to 0.
-
*'''traceable''' <int> - ?
+
* '''traceable''' <int> — ?
-
*'''spin''' <vector> - ?
+
* '''spin''' <vector> — ?
-
*'''spin_random''' <vector> - ?
+
* '''spin_random''' <vector> — ?
-
*'''no_roll''' <int> - ?
+
* '''no_roll''' <int> — ?
-
*'''no_spin''' <int> - ?
+
* '''no_spin''' <int> — ?
-
*'''on_path_alignment''' <int> - ?
+
* '''on_path_alignment''' <int> — ?
''Particle:''
''Particle:''
-
*<b>radius</b> <string> - Radius of the projectile, for collision purposes.
+
* '''radius''' <string> — Radius of the projectile, for collision purposes.
-
*<b>air_resistance</b> <string> - How much the bullet will be slowed down by air friction, when in the air. (m/s<sup>2</sup>)
+
* '''air_resistance''' <string> — How much the bullet will be slowed down by air friction, when in the air. (m/s<sup>2</sup>)
-
*<b>water_resistance</b> <string> How much the bullet will be slowed down by water friction, when underwater. (m/s<sup>2</sup>)
+
* '''water_resistance''' <string> How much the bullet will be slowed down by water friction, when underwater. (m/s<sup>2</sup>)
-
*<b>gravity</b> <string> - Amount of gravity applied to the bullet when in flight. (m/s<sup>2</sup>)
+
* '''gravity''' <string> — Amount of gravity applied to the bullet when in flight. (m/s<sup>2</sup>)
-
*<b>water_gravity</b> <string> - Amount of gravity applied to the bullet when underwater. (m/s<sup>2</sup>)
+
* '''water_gravity''' <string> — Amount of gravity applied to the bullet when underwater. (m/s<sup>2</sup>)
-
*<b>thrust</b> <string> - Speed at which the bullet leaves the barrel. (m/s)
+
* '''thrust''' <string> — Speed at which the bullet leaves the barrel. (m/s)
-
*<b>lift</b> <string> - Amount of upward acceleration the projectile receives. (m/s<sup>2</sup>)
+
* '''lift''' <string> — Amount of upward acceleration the projectile receives. (m/s<sup>2</sup>)
-
*<b>min_bounce_speed</b> <string> - Minimum speed the projectile must be travelling for the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)
+
* '''min_bounce_speed''' <string> — Minimum speed the projectile must be travelling for the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)
-
*<b>pierceability</b> <string> - Indicates what surface materials the bullet can penetrate. (Need more info here)
+
* '''pierceability''' <string> — Indicates what surface materials the bullet can penetrate. (Need more info here)
-
===Explosion===
+
=== Взрыв ===
-
*<b>pressure</b> <string> - Force of the explosion. (Newtons?)
+
* '''pressure''' <string> — Force of the explosion. (Newtons?)
-
*<b>min_radius</b> <string> - Minimum damage radius of the explosion.(meters)
+
* '''min_radius''' <string> — Minimum damage radius of the explosion.(meters)
-
*<b>max_radius</b> <string> - Maximum damage radius of the explosion.(meters)
+
* '''max_radius''' <string> — Maximum damage radius of the explosion.(meters)
-
*<b>hole_size</b> <string> - Related to the hole created when terrain deformation is activated. http://www.crymod.com/thread.php?threadid=39041&hilight=terdef
+
* '''hole_size''' <string> — Related to the hole created when terrain deformation is activated. http://www.crymod.com/thread.php?threadid=39041&hilight=terdef
-
*<b>terrain_hole_size</b> <string> - Related to the hole created when terrain deformation is activated. http://www.crymod.com/thread.php?threadid=39041&hilight=terdef
+
* '''terrain_hole_size''' <string> — Related to the hole created when terrain deformation is activated. http://www.crymod.com/thread.php?threadid=39041&hilight=terdef
-
*<b>decal</b> <path> - Path to the decal the rocket will spawn on explosion.
+
* '''decal''' <path> — Path to the decal the rocket will spawn on explosion.
-
*<b>effect</b> <path> - Default explosion effect (particle).
+
* '''effect''' <path> — Default explosion effect (particle).
-
*<b>effect_scale</b> <string> - Amount the explosion effect will be scaled. (multiplier)
+
* '''effect_scale''' <string> — Amount the explosion effect will be scaled. (multiplier)
-
*<b>type</b> <string> - Hit type definition for the bullet.
+
* '''type''' <string> — Hit type definition for the bullet.
-
*'''min_phys_radius''' <float> - Minimum radius for things to be effected by the explosion force.(meters)
+
* '''min_phys_radius''' <float> — Minimum radius for things to be effected by the explosion force.(meters)
-
*'''max_phys_radius''' <float> - Maximum radius for things to be effected by the explosion force.(meters)
+
* '''max_phys_radius''' <float> — Maximum radius for things to be effected by the explosion force.(meters)
-
*'''radialblurdist''' <float> - Radius in which players vision is blurred by the explosion.(meters)
+
* '''radialblurdist''' <float> — Radius in which players vision is blurred by the explosion.(meters)
-
===Params===
+
=== Параметры ===
-
*<b>lifetime</b> <string> - Time the bullet will stay alive, before disappearing/exploding for grenades and rockets, after being fired.
+
* '''lifetime''' <string> — Time the bullet will stay alive, before disappearing/exploding for grenades and rockets, after being fired.
-
*<b>showtime</b> <string> - Time the actual geometry of the bullet/rocket will stay visible after being fired.
+
* '''showtime''' <string> — Time the actual geometry of the bullet/rocket will stay visible after being fired.
-
*<b>bulletType</b> <string> - ?
+
* '''bulletType''' <string> — ?
-
*<b>cruise</b> <bool> - If set, the projectile will attempt to cruise at an altitude before striking the target.
+
* '''cruise''' <bool> — If set, the projectile will attempt to cruise at an altitude before striking the target.
-
*<b>cruise_altitude</b> <string> - (Causes crash) Altitude the projectile will attempt to cruise at if "cruise" is enabled. (meters)
+
* '''cruise_altitude''' <string> — (Causes crash) Altitude the projectile will attempt to cruise at if «cruise» is enabled. (meters)
-
*<b>align_altitude</b> <string> - (Causes crash) Altitude the projectile must reach before it points tword the target, should be less than "cruise_altitude". (meters)
+
* '''align_altitude''' <string> — (Causes crash) Altitude the projectile must reach before it points tword the target, should be less than «cruise_altitude». (meters)
-
*<b>descend_distance</b> <string> - (Causes crash) Distance to the target when cruise will end and the projectile will head directly to the target. Should be less than both "cruise_altitude" and "align_altitude". (meters)
+
* '''descend_distance''' <string> — (Causes crash) Distance to the target when cruise will end and the projectile will head directly to the target. Should be less than both «cruise_altitude» and «align_altitude». (meters)
-
*<b>controlled</b> <bool> - Indicated whether the projectile will seek the target or not.
+
* '''controlled''' <bool> — Indicated whether the projectile will seek the target or not.
-
*<b>turn_speed</b> <string> - Maximum centripetal acceleration the projectile can achieve. (m/s<sup>2</sup>
+
* '''turn_speed''' <string> — Maximum centripetal acceleration the projectile can achieve. (m/s<sup>2</sup>
-
*<b>max_target_distance</b> <string> - Maximum distance for the homing target. (meters)
+
* '''max_target_distance''' <string> — Maximum distance for the homing target. (meters)
-
*<b>lazyness</b> <string> - Seems more sensitive than the turn speed. Lower values aren't as lazy (?).
+
* '''lazyness''' <string> — Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).
-
*'''hitPoints''' <int> - Ammo hitpoints
+
* '''hitPoints''' <int> — Ammo hitpoints
-
*'''noBulletHits''' <bool> - Shooting the ammo does not remove hit points
+
* '''noBulletHits''' <bool> — Shooting the ammo does not remove hit points
-
*'''quietRemoval''' <bool> - Will not cause the ammo to explode when they time out
+
* '''quietRemoval''' <bool> — Will not cause the ammo to explode when they time out
-
*'''sleepTime''' <float> - ?
+
* '''sleepTime''' <float> — ?
-
*'''aitype''' <string> - What the AI will treat the projectile as. "grenade" or "rpg".
+
* '''aitype''' <string> — What the AI will treat the projectile as. «grenade» or «rpg».
-
===Trail===
+
=== След ===
-
*<b>effect</b> <path> - Path to the effect of the trail of the rocket.
+
* '''effect''' <path> — Path to the effect of the trail of the rocket.
-
*<b>scale</b> <string> - Amount the trail effect will be scaled.
+
* '''scale''' <string> — Amount the trail effect will be scaled.
-
*'''sound''' <string> - The sound the projectile makes. Like a missile's thruster or a bullet's whizz.
+
* '''sound''' <string> — The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.
-
*'''effect_fp''' <string> - What the effect will look like from the perspective of the shooter?
+
* '''effect_fp''' <string> — What the effect will look like from the perspective of the shooter?
-
*'''prime''' <bool> - ?
+
* '''prime''' <bool> — ?
-
===trailUnderWater===
+
=== trailUnderWater ===
-
*<b>effect</b> <path> - Path to the effect of the bullet trail when the bullet is underwater.
+
* '''effect''' <path> — Path to the effect of the bullet trail when the bullet is underwater.
-
*<b>scale</b> <string> - Amount the above is scaled.
+
* '''scale''' <string> — Amount the above is scaled.
-
=Vehicles=
+
= Транспорт =
-
===Physics===
+
=== Physics ===
-
*<b>waterDensity</b> <float> - Specific water density. Set high to make vehicle float.
+
* '''waterDensity''' <float> — Specific water density. Set high to make vehicle float.
-
*<b>waterResistance</b> <float> - Precise water resistance. Set high to make vehicle stop quicker when it hits the water.
+
* '''waterResistance''' <float> — Precise water resistance. Set high to make vehicle stop quicker when it hits the water.
-
*<b>waterDamping</b> <float> - Simplified water damping. Set high to stop vehicle from moving when submerged.
+
* '''waterDamping''' <float> — Simplified water damping. Set high to stop vehicle from moving when submerged.
-
===MovementParams===
+
=== MovementParams ===
StdWheeled
StdWheeled
-
*<b>vMaxSteerMax</b> <float> - Speed where steering angle is reduced by full kvSteerMax.
+
* '''vMaxSteerMax''' <float> — Speed where steering angle is reduced by full kvSteerMax.
-
*<b>steerSpeed</b> <float> - Turn speed for wheels at vMax.
+
* '''steerSpeed''' <float> — Turn speed for wheels at vMax.
-
*<b>steerSpeedMin</b> <float> - Initial turn speed for wheels.
+
* '''steerSpeedMin''' <float> — Initial turn speed for wheels.
-
*<b>v0SteerMax</b> <float> - Max steering angle for wheels.
+
* '''v0SteerMax''' <float> — Max steering angle for wheels.
-
*<b>kvSteerMax</b> <float> - Steering angle gets reduced by this amount.
+
* '''kvSteerMax''' <float> — Steering angle gets reduced by this amount.
-
*<b>pedalLimitMax</b> <float> - Additional pedal limitation at maximum steer.
+
* '''pedalLimitMax''' <float> — Additional pedal limitation at maximum steer.
-
*<b>rpmInterpSpeed</b> <float> - Speed for RPM interpolation.
+
* '''rpmInterpSpeed''' <float> — Speed for RPM interpolation.
-
*<b>rpmRelaxSpeed</b> <float> - Speed for RPM relaxing to idle.
+
* '''rpmRelaxSpeed''' <float> — Speed for RPM relaxing to idle.
-
*<b>rpmGearShiftSpeed</b> <float> - Speed for RPM relaxing during gearshift.
+
* '''rpmGearShiftSpeed''' <float> — Speed for RPM relaxing during gearshift.
Tank
Tank
-
*<b>pedalSpeed</b> <float> - Speed for pedal value increasing.
+
* '''pedalSpeed''' <float> — Speed for pedal value increasing.
-
*<b>pedalThreshold</b> <float> - Minimum pedal necessary before it is applied.
+
* '''pedalThreshold''' <float> — Minimum pedal necessary before it is applied.
-
*<b>steerLimit</b> <float> - Optional limit for steering.
+
* '''steerLimit''' <float> — Optional limit for steering.
-
*<b>latFricMin</b> <float> - Something about lateral (side-to-side) friction.
+
* '''latFricMin''' <float> — Something about lateral (side-to-side) friction.
-
*<b>latFricMinSteer</b> <float> - Something about lateral (side-to-side) friction.
+
* '''latFricMinSteer''' <float> — Something about lateral (side-to-side) friction.
-
*<b>latFricMax</b> <float> - Something about lateral (side-to-side) friction.
+
* '''latFricMax''' <float> — Something about lateral (side-to-side) friction.
-
*<b>latSlipMin</b> <float> - Something about lateral (side-to-side) slipping.
+
* '''latSlipMin''' <float> — Something about lateral (side-to-side) slipping.
-
*<b>latFricMax</b> <float> - Something about lateral (side-to-side) slipping.
+
* '''latFricMax''' <float> — Something about lateral (side-to-side) slipping.
-
*<b>steeringImpulseMin</b> <float> - Steer helper impulse at 0 speed.
+
* '''steeringImpulseMin''' <float> — Steer helper impulse at 0 speed.
-
*<b>steeringImpulseMax</b> <float> - Steer helper impulse at max speed.
+
* '''steeringImpulseMax''' <float> — Steer helper impulse at max speed.
-
*<b>steeringImpulseMin</b> <float> - Steer damping impulse at 0 speed.
+
* '''steeringImpulseMin''' <float> — Steer damping impulse at 0 speed.
-
*<b>steeringImpulseMax</b> <float> - Steer damping impulse at max speed.
+
* '''steeringImpulseMax''' <float> — Steer damping impulse at max speed.
Wheeled
Wheeled
-
*<b>axleFriction</b> <int> - Torque caused by internal friction in axle and gearbox, during driving.
+
* '''axleFriction''' <int> — Torque caused by internal friction in axle and gearbox, during driving.
-
*<b>axleFrictionMax</b> <int> - Torque caused by internal friction in axle and gearbox, during idle.
+
* '''axleFrictionMax''' <int> — Torque caused by internal friction in axle and gearbox, during idle.
-
*<b>brakeTorque</b> <int> - Torque used when pedal is applied in reverse direction.
+
* '''brakeTorque''' <int> — Torque used when pedal is applied in reverse direction.
-
*<b>brakeImpulse</b> <float> - Impulse applied when pedal is applied in reverse direction.
+
* '''brakeImpulse''' <float> — Impulse applied when pedal is applied in reverse direction.
-
*<b>clutchSpeed</b> <float> - Speed for clutch releasing.
+
* '''clutchSpeed''' <float> — Speed for clutch releasing.
-
*<b>damping</b> <float> - Overall damping in physics, 0 or very small usually.
+
* '''damping''' <float> — Overall damping in physics, 0 or very small usually.
-
*<b>engineIdleRPM</b> <int> - RPM when engine is idle.
+
* '''engineIdleRPM''' <int> — RPM when engine is idle.
-
*<b>engineMaxRPM</b> <int> - Maximum engine RPM.
+
* '''engineMaxRPM''' <int> — Maximum engine RPM.
-
*<b>engineMinRPM</b> <int> - Minimum engine RPM before engine stalls.
+
* '''engineMinRPM''' <int> — Minimum engine RPM before engine stalls.
-
*<b>enginePower</b> <int> - Engine power in kW.
+
* '''enginePower''' <int> — Engine power in kW.
-
*<b>engineShiftDownRPM</b> <int> - Highest RPM where engine can shift down.
+
* '''engineShiftDownRPM''' <int> — Highest RPM where engine can shift down.
-
*<b>engineShiftUpRPM</b> <int> - Smallest RPM where engine can shift up.
+
* '''engineShiftUpRPM''' <int> — Smallest RPM where engine can shift up.
-
*<b>engineStartRPM</b> <int> - RPM after engine started.
+
* '''engineStartRPM''' <int> — RPM after engine started.
-
*<b>stabilizer</b> <float> - Multiplier for suspension force when opposite susps have different lengths.
+
* '''stabilizer''' <float> — Multiplier for suspension force when opposite susps have different lengths.
-
*<b>maxBrakingFriction</b> <float> - Maximum friction during handbrakes.
+
* '''maxBrakingFriction''' <float> — Maximum friction during handbrakes.
-
*<b>rearWheelBrakingFrictionMult</b> <float> - Multiplier applied to rear wheel friction when handbraking (lower values allow greater sliding).
+
* '''rearWheelBrakingFrictionMult''' <float> — Multiplier applied to rear wheel friction when handbraking (lower values allow greater sliding).
-
*<b>maxSteer</b> <float> - Maximum steering angle in radians.
+
* '''maxSteer''' <float> — Maximum steering angle in radians.
-
*<b>maxSpeed</b> <float> - Approximated maximum speed.
+
* '''maxSpeed''' <float> — Approximated maximum speed.
-
*<b>maxTimeStep</b> <float> - Max timestep that the entity is allowed to make.
+
* '''maxTimeStep''' <float> — Max timestep that the entity is allowed to make.
-
*<b>minEnergy</b> <float> - Minimum energy before the entity can be put to sleep.
+
* '''minEnergy''' <float> — Minimum energy before the entity can be put to sleep.
-
*<b>slipThreshold</b> <float> - Ratio at which wheels are considered slipping.
+
* '''slipThreshold''' <float> — Ratio at which wheels are considered slipping.
-
*<b>suspDampingMin</b> <float> - Suspension damping at zero speed.
+
* '''suspDampingMin''' <float> — Suspension damping at zero speed.
-
*<b>suspDampingMax</b> <float> - Suspension damping at max speed.
+
* '''suspDampingMax''' <float> — Suspension damping at max speed.
-
*<b>suspDampingMaxSpeed</b> <float> - Max speed for susp damping increasing.
+
* '''suspDampingMaxSpeed''' <float> — Max speed for susp damping increasing.
-
*<b>gearDirSwitchRPM</b> <int> - Maximum wheel RPM at which gear can be changed.
+
* '''gearDirSwitchRPM''' <int> — Maximum wheel RPM at which gear can be changed.
-
*<b>dynFriction</b> <float> - Multiplier for dynamic friction.
+
* '''dynFriction''' <float> — Multiplier for dynamic friction.
-
===Helicopter===
+
=== Вертолёт===
-
*<b>engineWarmupDelay</b> - Time taken for engine to power up and controls to respond.
+
* '''engineWarmupDelay''' — Time taken for engine to power up and controls to respond.
-
*<b>enginePowerMax</b> <float> - Aribtary (?) scaling for the engine power.
+
* '''enginePowerMax''' <float> — Aribtary (?) scaling for the engine power.
-
*<b>rotationDamping</b> <float> - Angular damping - should be large to simulate gyroscoping damping.
+
* '''rotationDamping''' <float> — Angular damping — should be large to simulate gyroscoping damping.
-
*<b>altitudeMax</b> <float> - Maximum height.
+
* '''altitudeMax''' <float> — Maximum height.
-
*<b>rotorDiskTiltScale</b> <float> - How much the rotor disc tilts with control inputs.
+
* '''rotorDiskTiltScale''' <float> — How much the rotor disc tilts with control inputs.
-
*<b>pitchResponsiveness</b> <float> - Scaling to convert control input to pitch torque.
+
* '''pitchResponsiveness''' <float> — Scaling to convert control input to pitch torque.
-
*<b>rollResponsiveness</b> <float> - Scaling to convert control input to roll torque.
+
* '''rollResponsiveness''' <float> — Scaling to convert control input to roll torque.
-
*<b>yawResponsiveness</b> <float> - Scaling to convert control input to yaw torque.
+
* '''yawResponsiveness''' <float> — Scaling to convert control input to yaw torque.
-
*<b>maxYawRate</b> <float> - Max yaw rate in radians/second (high level controller).
+
* '''maxYawRate''' <float> — Max yaw rate in radians/second (high level controller).
-
*<b>maxFwdSpeed</b> <float> - Max forward speed in m/s.
+
* '''maxFwdSpeed''' <float> — Max forward speed in m/s.
-
*<b>maxLeftSpeed</b> <float> - Max sideways (strafe) speed in m/s.
+
* '''maxLeftSpeed''' <float> — Max sideways (strafe) speed in m/s.
-
*<b>maxSpeed</b> <float> - Approximated maximum speed.
+
* '''maxSpeed''' <float> — Approximated maximum speed.
-
*<b>maxUpSpeed</b> <float> - Max ascent/descent rate.
+
* '''maxUpSpeed''' <float> — Max ascent/descent rate.
-
*<b>basicSpeedFraction</b> <float> - Multiplier for normal movement - sprinting is 1.
+
* '''basicSpeedFraction''' <float> — Multiplier for normal movement — sprinting is 1.
-
*<b>yawDecreaseWithSpeed</b> <float> - Reduce the turning ability as we get faster
+
* '''yawDecreaseWithSpeed''' <float> — Reduce the turning ability as we get faster
-
*<b>tiltPerVelDifference</b> <float> - Require a tilt angle (radians) of this per m/s desired movement.
+
* '''tiltPerVelDifference''' <float> — Require a tilt angle (radians) of this per m/s desired movement.
-
*<b>maxTiltAngle</b> <float> - Maximum angle the high-level controller will try to tilt.
+
* '''maxTiltAngle''' <float> — Maximum angle the high-level controller will try to tilt.
-
*<b>maxRollAngle</b> <float> - Maximum roll angle possible for the player.
+
* '''maxRollAngle''' <float> — Maximum roll angle possible for the player.
-
*<b>extraRollForTurn</b> <float> - Fraction of the turning used to generate roll.
+
* '''extraRollForTurn''' <float> — Fraction of the turning used to generate roll.
-
*<b>rollForTurnForce</b> <float> - Force at which extraRollForTurn is applied.
+
* '''rollForTurnForce''' <float> — Force at which extraRollForTurn is applied.
-
*<b>yawPerRoll</b> <float> - Fraction of the rolling to add to the yaw.
+
* '''yawPerRoll''' <float> — Fraction of the rolling to add to the yaw.
-
*<b>pitchActionPerTilt</b> <float> - Control input per pitch change in radians.
+
* '''pitchActionPerTilt''' <float> — Control input per pitch change in radians.
-
*<b>pitchInputConst</b> <float> - Player control input per yaw error.
+
* '''pitchInputConst''' <float> — Player control input per yaw error.
-
*<b>powerInputConst</b> <float> - Control input per altitude error.
+
* '''powerInputConst''' <float> — Control input per altitude error.
-
*<b>powerInputDamping</b> <float> - Damping for altitude control.
+
* '''powerInputDamping''' <float> — Damping for altitude control.
-
*<b>relaxForce</b> <float> - Force which force back the roll into it's relax angle.
+
* '''relaxForce''' <float> — Force which force back the roll into it’s relax angle.
-
*<b>yawInputConst</b> <float> - Control input per yaw error.
+
* '''yawInputConst''' <float> — Control input per yaw error.
-
*<b>yawInputDamping</b> <float> - Damping for yaw control.
+
* '''yawInputDamping''' <float> — Damping for yaw control.
-
*<b>maxPitchAngleMov</b> <float> - Limits for pitching.
+
* '''maxPitchAngleMov''' <float> — Limits for pitching.
-
===VTOL===
+
=== VTOL ===
-
*<b>engineWarmupDelay</b> <float> -  
+
* '''engineWarmupDelay''' <float> -
-
*<b>engineIgnitionTime</b> <float> -
+
* '''engineIgnitionTime''' <float> -
-
*<b>enginePowerMax</b> <float> -
+
* '''enginePowerMax''' <float> -
-
*<b>rotationDamping</b> <float> - Angular damping - should be large to simulate the gyroscopic damping
+
* '''rotationDamping''' <float> — Angular damping — should be large to simulate the gyroscopic damping
-
*<b>angleLift</b> <float> - Angles which is automatically applied when the player change the altitude
+
* '''angleLift''' <float> — Angles which is automatically applied when the player change the altitude
-
*<b>altitudeMax</b> <float> - Maximum height
+
* '''altitudeMax''' <float> — Maximum height
-
*<b>rotorDiskTiltScale</b> <float> - How much the rotor disc tilts with control inputs
+
* '''rotorDiskTiltScale''' <float> — How much the rotor disc tilts with control inputs
-
*<b>pitchResponsiveness</b> <float> - Pitch responsiveness of the hugh-level controller
+
* '''pitchResponsiveness''' <float> — Pitch responsiveness of the hugh-level controller
-
*<b>rollResponsiveness</b> <float> - Scaling to convert control input to roll torque
+
* '''rollResponsiveness''' <float> — Scaling to convert control input to roll torque
-
*<b>yawResponsiveness</b> <float> - Yaw responsiveness of the hugh-level controller
+
* '''yawResponsiveness''' <float> — Yaw responsiveness of the hugh-level controller
-
*<b>maxYawRate</b> <float> - Max yaw rate in radians/second
+
* '''maxYawRate''' <float> — Max yaw rate in radians/second
-
*<b>maxFwdSpeed</b> <float> - Max forward speed in m/s
+
* '''maxFwdSpeed''' <float> — Max forward speed in m/s
-
*<b>maxLeftSpeed</b> <float> - Max sideways (strafe) speed in m/s
+
* '''maxLeftSpeed''' <float> — Max sideways (strafe) speed in m/s
-
*<b>maxSpeed</b> <float> - Approximated maximum speed
+
* '''maxSpeed''' <float> — Approximated maximum speed
-
*<b>maxUpSpeed</b> <float> - Max ascent/descent rate
+
* '''maxUpSpeed''' <float> — Max ascent/descent rate
-
*<b>basicSpeedFraction</b> <float> - Multiplier for normal movement - sprinting is 1
+
* '''basicSpeedFraction''' <float> — Multiplier for normal movement — sprinting is 1
-
*<b>yawDecreaseWithSpeed</b> <float> - Reduce the turning abililty as we get faster
+
* '''yawDecreaseWithSpeed''' <float> — Reduce the turning abililty as we get faster
-
*<b>tiltPerVelDifference</b> <float> - Require a tilt angle (radians) of this per m/s desired movement
+
* '''tiltPerVelDifference''' <float> — Require a tilt angle (radians) of this per m/s desired movement
-
*<b>maxTiltAngle</b> <float> - Maximum angle the high-level controller will try to tilt
+
* '''maxTiltAngle''' <float> — Maximum angle the high-level controller will try to tilt
-
*<b>extraRollForTurn</b> <float> - Fraction of the turning used to generate roll
+
* '''extraRollForTurn''' <float> — Fraction of the turning used to generate roll
-
*<b>rollForTurnForce</b> <float> - force at which extraRollForTurn is applied
+
* '''rollForTurnForce''' <float> — force at which extraRollForTurn is applied
-
*<b>yawPerRoll</b> <float> - Fraction of the rolling to add to the yaw
+
* '''yawPerRoll''' <float> — Fraction of the rolling to add to the yaw
-
*<b>pitchActionPerTilt</b> <float> - Control input per pitch change in radians
+
* '''pitchActionPerTilt''' <float> — Control input per pitch change in radians
-
*<b>powerInputConst</b> <float> - Control input per altitude error
+
* '''powerInputConst''' <float> — Control input per altitude error
-
*<b>powerInputDamping</b> <float> - Damping for altitude control
+
* '''powerInputDamping''' <float> — Damping for altitude control
-
*<b>pitchInputConst</b> <float> - Player Control input per yaw error
+
* '''pitchInputConst''' <float> — Player Control input per yaw error
-
*<b>yawInputConst</b> <float> - Player Control input per yaw error
+
* '''yawInputConst''' <float> — Player Control input per yaw error
-
*<b>yawInputDamping</b> <float> - Player Damping for yaw control
+
* '''yawInputDamping''' <float> — Player Damping for yaw control
-
*<b>horizFwdForce</b> <float> - forward force when using the horizontal mode
+
* '''horizFwdForce''' <float> — forward force when using the horizontal mode
-
*<b>horizLeftForce</b> <float> - left force when using the horizontal mode
+
* '''horizLeftForce''' <float> — left force when using the horizontal mode
-
*<b>boostForce</b> <float> - normalized value used to add the boost force
+
* '''boostForce''' <float> — normalized value used to add the boost force
-
*<b>strafeForce</b> <float> - normalized value used to add the strafe force
+
* '''strafeForce''' <float> — normalized value used to add the strafe force
-
*<b>relaxForce</b> <float> - force which force back the roll into it's relax angle
+
* '''relaxForce''' <float> — force which force back the roll into it’s relax angle
-
*<b>maxRollAngle</b> <float> - Maximum roll angle possible for the player
+
* '''maxRollAngle''' <float> — Maximum roll angle possible for the player
-
*<b>impulseHelper</b> <float> -  
+
* '''impulseHelper''' <float> -
-
*<b>wingsSpeed</b> <float> - The speed used to rotate the VTOL's wings
+
* '''wingsSpeed''' <float> — The speed used to rotate the VTOL’s wings
-
*<b>WingComponentLeft</b> <float> -  
+
* '''WingComponentLeft''' <float> -
-
*<b>WingComponentRight</b> <float> -  
+
* '''WingComponentRight''' <float> -
-
*<b>maxPitchAngleMov</b> <float> - Limits for pitching
+
* '''maxPitchAngleMov''' <float> — Limits for pitching

Версия 12:23, 29 февраля 2012

Эта страница страница помечена как находящиеся в процессе перевода с: 29 февраля 2012.
О статье
АвторBlablah
ПереводчикиAlex626, DCamer
СложностьСредне
СовместимостьВсе
ТребованияТекстовый редактор (Notepad++, Dreamweaver)


First off: This article is a Work in Progress.

In here you will find a list of all parameters («params») found in various XML files for Crysis/Warhead/Wars, such as those for weapons and vehicles. Crysis uses XML to store information about these, such as the recoil or spread of a gun and the speed and tyre friction of a vehicle, to the weight of a bullet and the damage it does. It will also cover any «hidden» parameters that are not currently in use in any XML files but still present in the source code of the game.

Everything will be neatly organized in categories similar to the actual XML files. If a parameter is listed in italics it is a hidden parameter. If the description has a «?» behind it it means whoever put it there is uncertain whether the description is correct. It is highly recommended to use your browser’s search function to find the param you’re looking for (Ctrl+F in Firefox. Using IE? Switch to Firefox!).


Легенда

  • <bool> = 1/0 (true/false)
  • <int> = 1, 20, 500, 97574, и так далее. Число.
  • <string> = Слова и буквы, например, «fybullet»
  • <path> = Путь к определённому файлу, например, «objects/weapons/asian/fy71/fy_71_fp.chr»


Содержание

Предметы (оружие, экипировка)

Параметры

  • giveable <bool> — Указывает, можно ли предмет купить, подобрать или «дать» игроку.
  • selectable <bool> — Указывает, можно ли выбрать предмет в инвентаре игрока.
  • select_override <bool> — Indicates if the time until the weapon can be used will be overridden.
  • droppable <bool> — Указывает, можно ли предмет выбросить.
  • auto_droppable <bool> — Указывает, может ли предмет быть автоматически выброшен когда заканчиваются боеприпасы.
  • arms <bool> — Указывает, будет ли отображены руки для этого предмета.
  • two_hand <bool> — Указывает, нужно ли игроку две руки, чтобы подобрать предмет. Если нужны, предмет не может быть использован при схваченным AI или когда игрок держит небольшой объект.
  • has_first_select <bool> — Воспроизведение анимации, при первом выборе оружия (как у LAW, и его трубкой расширения).
  • prone_not_usable <bool> — Указывает, может ли игрок ползти удерживая предмет.
  • pose <string> — Определяет позу модели игрока, которая будет при удерживании предмета.
  • mass <int> — Вес предмета, в кг, и то, насколько он будет замедлять игрока.
  • melee_attack_firemode <string> — Название режима огня, который будет использован для рукопашной атаки.
  • attach_to_back <bool> — Визуально присоединяет предмет к спине игрока в виде от третьего лица, когда предмет не используется.
  • raiseable <bool> — Указывает, может ли предмет быть поднят, когда игрок стоит рядом с объектом.
  • raise_distance <int> — Определяет, как близко игрок должен подойти к предмету, чтобы его поднять.
  • display_name <string> — Определяет отображаемое название. Для всех предметов это название должно быть определено в файле Game\Localized\Languages\game_text_messages.xml.

Боеприпасы

  • name <string> — Specify the name of the ammo that will be used and obtained with the weapon. e.g; «fybullet» will use the same bullets as an FY71.
  • extra <int> — Amount of ammo that is given, extra ammo, aside from the current clip.
  • amount <int> — Amount of ammo that is given, already loaded into the magazine.
  • minammo <int> — Amount of ammo threshold used to indicate low ammo status on the HUD ?
  • accessoryAmmo <int> — Amount of ammo that is given when weapon is picked up (aside from a default?)?

Стрельба

  • ammo_type <string> — The bullet the weapon will fire.
  • hit_type <string> — The name of the hit type. This is used to set damage done to vehicles in vehicle XMLs.
  • rate <int> — The rate of fire for the weapon (bullets fired per minute).
  • damage <int> — The damage this weapon will do by default.
  • damage_drop_per_meter <int> — Amount of damage decrease per meter of projectile travel.
  • damage_drop_min_distance <int> — Minimum distance the projectile has to travel before initiating damage drop calculations.
  • reload_time <int> — The time between hitting the Reload key and the moment you can fire again. This does not affect the reload animation of the weapon.
  • bullet_chamber <bool> — Indicates whether the weapon has a bullet in the bullet chamber after reload (basically an extra bullet).
  • clip_size <int> — The maximum amount of bullets a magazine for this weapon can carry.
  • max_clips <int> — Maximum amount of clips that can be available for the weapon? Set to «0» to disallow reloading and buying new ammo?
  • helper_tp <string> — ?
  • nearmiss_signal <string> — Indicates if the «nearmiss» sound will play if a shot from the weapon just misses a target?
  • autozoom <bool> — Indicates whether the player’s view will gradually zoom in when firing the weapon for a longer time.
  • ooatracer_treshold <int> — This is the number of bullets left in clip before Out Of Ammo tracer (Red Tracer) shows while shooting.
  • aim_helper <bool> — Indicates whether an aim helper, showing where the player needs to aim, should appear when the player holds down his mouse button, as seen with the grenade launcher attachment and TAC launcher.
  • distance <int> — ?
  • autoaim <bool> — Indicates whether auto-aim is enabled on the weapon. (only works for HomingMissiles?)
  • autoaim_zoom <bool> — Indicates whether auto-aim is always available or only when zoomed.
  • autoaim_locktime <int> — Amount of time it takes for the weapon to lock on.
  • autoaim_distance <int> — Max distance vehicles may be at for the autoaim to be able to lock on.
  • autoaim_tolerance <int> — Amount the aim point can be moved before the lock is lost (in degrees).
  • autoaim_minvolume <int> — Min volume vehicles must be for the autoaim to be able to lock on. (Civ_car1 = 16, US_ltv = 32, US_tank = 64, Asian_helicopter = 2048)
  • autoaim_maxvolume <int> — Max volume vehicles may be for the autoaim to be able to lock on.
  • autoaim_autofiringdir <bool> — Indicates the rocket will be fired directly at the target, no matter what direction the weapon actually faces (provided the target is locked).
  • autoaim_timeout <bool> — Indicates whether the lock on a vehicle will time out after a certain period of time.
  • ai_vs_player_damage <int> — Sets the damage the gun does when AI hits you (this is defaulted to normal damage)?

Отдача

  • max_recoil <string> — Maximum recoil for the weapon in any direction.
  • attack <string> — Amount of recoil per shot. (must be less than max)
  • decay <string> — Speed at which your gun returns to its normal position after firing. Lower is faster.
  • maxx <string> — Max recoil on the X (backwards, causes upwards recoil) axis.
  • maxy <string> — Max recoil on the Y (sideways) axis.
  • randomness <string> — Randomness of the recoil in any direction?
  • angular_impulse <string> — ?
  • back_impulse <string> — The visual kickback of the gun?
  • impulse <string> — How hard the player should actually be pushed back when firing.

Разброс

  • min <string> — Minimum spread in all directions.
  • max <string> — Maximum spread in all directions.
  • attack <string> — Amount of spread per shot. (Must be less than max)
  • decay <string> — Speed at which the spread decreases. Lower is faster. Is active whenever your spread is above minimum, but is more noticable when not firing.
  • speed_m <string> — Amount of spread gained whilst moving.
  • rotation_m <string> — Amount of spread gained when moving mouse.
  • crouchScale <string> — Amount the spread is scaled when the player is crouching.
  • proneScale <string> — Amount the spread is scaled when the player is proned.

Трассировка

  • geometryFP <path> — Path to the object file of the first person tracer.
  • geometry <path> — Path to the object file of the third person tracer.
  • effectFP <path> — Path to the particle effect for the first person tracer.
  • effect <path> — Path to the third person particle effect for the tracer.
  • speed <int> — Speed at which you see the tracer fly in third person. (should be equal to the bullet’s speed)
  • speedFP <int> — Speed at which you see the tracer fly in first person. (should be equal to the bullet’s speed)
  • frequency <int> — How often a new tracer appears per bullet. If 1, every bullet will have a tracer. If 2, every second bullet will have a tracer, etc.
  • helper_fp <string> — ?
  • helper_tp <string> — ?

Rapid

  • min_speed <string> — ?
  • max_speed <string> — ?
  • acceleration <string> — ?
  • deceleration <string> — ?

Рукопашная атака

  • helper <string> — Object used for collision detection when performing melee attack?
  • offset <string> — ?
  • damage <string> — Default damage done by a melee hit.
  • impulse <string> — How much the player will be pushed back when performing a melee attack.
  • delay <string> — Time between pressing the Melee button and the damage happens.
  • duration <string> — Duration of the animation?/Duration of time the helper can collide with objects during animation?

Действия

  • <action> <string> — Refers to an action listed elsewhere (near the top for all Crysis items)in the document that triggers an animation, sound, or anything else? For example <param name="reload_chamber_empty" value="reload_tac"/> refers to the «reload_chamber_empty» action, which triggers an animation. I’m unsure what the value refers to.

Zoom

  • suffix <string> — Animation suffix. Example: «suffix name»_"animation name", without quotes.
  • suffix_FC <string> — Animation suffix for the simple zoom. Example: Defined suffix is «FCZoom». «FCZoom_zoomin» is the animation for zooming with simple ironsights.
  • support_FC_IronSight <string> — Sets whether this zoommode is compatible with «Simple Ironsights»
  • blur_amount <string> — dof_mask multiplier?
  • dof_mask <string> — Path to the blur mask used for the depth of field (DoF) effect.
  • zoom_in_time <string> — Amount of time it takes to zoom in.
  • zoom_out_time <string> — Amount of time it takes to zoom out.
  • reflex_aimDot <bool> — Indicates whether the crosshair will be swapped with a laser dot, as with the LAM?
  • reflex_dotEffect <path> — Path to the dot in the center of the Reflex Sight. (only applies to the Reflex sight?)
  • hbob_ratio <string> — Amount of Weapon movement according to the Player movement while zooming in this zoommode. Low amount = strong movement.
  • scope_mode <bool> — Indicates whether this is a scope or an ironsight zoommode.
  • scope_nearFov <string> — Field of view (FoV) when zoomed in. (the lower the more zoomed)
  • scope_offset <xyz> — Scope offset from the player view. (in x, y, z)

zoomSway

  • maxX <string> — Maximum sway on the X (up and down) axis when zoomed in.
  • maxY <string> — Maximum sway on the Y (sideways) axis when zoomed in.
  • stabilizeTime <string> — Time taken (not in seconds, try «50») for sway to stabilize down to minimum when activating scope/ironsight.
  • minScale <string> — Minimum amount of sway at any given time. Will override maxX/maxY settings.
  • strengthScale <string> — Amount the zoom sway is scaled when the player is in strength mode.
  • strengthScaleTime <string> — ?
  • crouchScale <string> — Amount the zoom sway is scaled when the player is crouching.
  • proneScale <string> — Amount the zoom sway is scaled when the player is proned.

Scope

  • scope <string> — ?
  • dark_in_time <string> — ?
  • dark_out_time <string> — ?

spreadMod

While the zoom mode is being used the values in <spread> are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».

recoilMod

While the zoom mode is being used the values in <recoil> are multiplied by the matching values here. Eg: «attack_mod» matches with «attack».

Боеприпасы (пули, ракеты, гранаты)

Примечание: bullet also means rocket here.

Флаги

  • clientonly <bool> — Indicates whether the ammo type is only hosted on the client or also on the server.
  • ServerOnly <bool> — ?
  • serverspawn <bool> — Indicates whether the bullet will spawn server-side?
  • predictspawn <bool> — Indicates whether the game will predict where the bullet will go (Only valid if ServerSpawn is set to true)

Свист

  • sound <path> — Path to the sound the bullet will make when it only just misses your head.
  • speed <string> — ?

Рикошет

  • sound <path> — Path to the sound the bullet will make when it ricochets off an object.
  • speed <string> — ?

Физика

  • type <string> — «particle», «rigid», or «static»

Particle/Rigid:

  • mass <string> — Weight of the bullet, in kg.
  • speed <string> — Speed at which the bullet will fly. (m/s)
  • material <string> — Surface material applied to the bullet.
  • single_contact <bool> — Indicates whether the bullet/rocket will explode on first contact.
  • max_logged_collisions <int> — Maximum amount of collisions before the projectile disappears/explodes. single_contact must be set to 0.
  • traceable <int> — ?
  • spin <vector> — ?
  • spin_random <vector> — ?
  • no_roll <int> — ?
  • no_spin <int> — ?
  • on_path_alignment <int> — ?

Particle:

  • radius <string> — Radius of the projectile, for collision purposes.
  • air_resistance <string> — How much the bullet will be slowed down by air friction, when in the air. (m/s2)
  • water_resistance <string> How much the bullet will be slowed down by water friction, when underwater. (m/s2)
  • gravity <string> — Amount of gravity applied to the bullet when in flight. (m/s2)
  • water_gravity <string> — Amount of gravity applied to the bullet when underwater. (m/s2)
  • thrust <string> — Speed at which the bullet leaves the barrel. (m/s)
  • lift <string> — Amount of upward acceleration the projectile receives. (m/s2)
  • min_bounce_speed <string> — Minimum speed the projectile must be travelling for the it to bounce off objects and terrain. (must have single_contact to 0, in m/s)
  • pierceability <string> — Indicates what surface materials the bullet can penetrate. (Need more info here)

Взрыв

  • pressure <string> — Force of the explosion. (Newtons?)
  • min_radius <string> — Minimum damage radius of the explosion.(meters)
  • max_radius <string> — Maximum damage radius of the explosion.(meters)
  • hole_size <string> — Related to the hole created when terrain deformation is activated. http://www.crymod.com/thread.php?threadid=39041&hilight=terdef
  • terrain_hole_size <string> — Related to the hole created when terrain deformation is activated. http://www.crymod.com/thread.php?threadid=39041&hilight=terdef
  • decal <path> — Path to the decal the rocket will spawn on explosion.
  • effect <path> — Default explosion effect (particle).
  • effect_scale <string> — Amount the explosion effect will be scaled. (multiplier)
  • type <string> — Hit type definition for the bullet.
  • min_phys_radius <float> — Minimum radius for things to be effected by the explosion force.(meters)
  • max_phys_radius <float> — Maximum radius for things to be effected by the explosion force.(meters)
  • radialblurdist <float> — Radius in which players vision is blurred by the explosion.(meters)

Параметры

  • lifetime <string> — Time the bullet will stay alive, before disappearing/exploding for grenades and rockets, after being fired.
  • showtime <string> — Time the actual geometry of the bullet/rocket will stay visible after being fired.
  • bulletType <string> — ?
  • cruise <bool> — If set, the projectile will attempt to cruise at an altitude before striking the target.
  • cruise_altitude <string> — (Causes crash) Altitude the projectile will attempt to cruise at if «cruise» is enabled. (meters)
  • align_altitude <string> — (Causes crash) Altitude the projectile must reach before it points tword the target, should be less than «cruise_altitude». (meters)
  • descend_distance <string> — (Causes crash) Distance to the target when cruise will end and the projectile will head directly to the target. Should be less than both «cruise_altitude» and «align_altitude». (meters)
  • controlled <bool> — Indicated whether the projectile will seek the target or not.
  • turn_speed <string> — Maximum centripetal acceleration the projectile can achieve. (m/s2
  • max_target_distance <string> — Maximum distance for the homing target. (meters)
  • lazyness <string> — Seems more sensitive than the turn speed. Lower values aren’t as lazy (?).
  • hitPoints <int> — Ammo hitpoints
  • noBulletHits <bool> — Shooting the ammo does not remove hit points
  • quietRemoval <bool> — Will not cause the ammo to explode when they time out
  • sleepTime <float> — ?
  • aitype <string> — What the AI will treat the projectile as. «grenade» or «rpg».

След

  • effect <path> — Path to the effect of the trail of the rocket.
  • scale <string> — Amount the trail effect will be scaled.
  • sound <string> — The sound the projectile makes. Like a missile’s thruster or a bullet’s whizz.
  • effect_fp <string> — What the effect will look like from the perspective of the shooter?
  • prime <bool> — ?

trailUnderWater

  • effect <path> — Path to the effect of the bullet trail when the bullet is underwater.
  • scale <string> — Amount the above is scaled.

Транспорт

Physics

  • waterDensity <float> — Specific water density. Set high to make vehicle float.
  • waterResistance <float> — Precise water resistance. Set high to make vehicle stop quicker when it hits the water.
  • waterDamping <float> — Simplified water damping. Set high to stop vehicle from moving when submerged.

MovementParams

StdWheeled

  • vMaxSteerMax <float> — Speed where steering angle is reduced by full kvSteerMax.
  • steerSpeed <float> — Turn speed for wheels at vMax.
  • steerSpeedMin <float> — Initial turn speed for wheels.
  • v0SteerMax <float> — Max steering angle for wheels.
  • kvSteerMax <float> — Steering angle gets reduced by this amount.
  • pedalLimitMax <float> — Additional pedal limitation at maximum steer.
  • rpmInterpSpeed <float> — Speed for RPM interpolation.
  • rpmRelaxSpeed <float> — Speed for RPM relaxing to idle.
  • rpmGearShiftSpeed <float> — Speed for RPM relaxing during gearshift.

Tank

  • pedalSpeed <float> — Speed for pedal value increasing.
  • pedalThreshold <float> — Minimum pedal necessary before it is applied.
  • steerLimit <float> — Optional limit for steering.
  • latFricMin <float> — Something about lateral (side-to-side) friction.
  • latFricMinSteer <float> — Something about lateral (side-to-side) friction.
  • latFricMax <float> — Something about lateral (side-to-side) friction.
  • latSlipMin <float> — Something about lateral (side-to-side) slipping.
  • latFricMax <float> — Something about lateral (side-to-side) slipping.
  • steeringImpulseMin <float> — Steer helper impulse at 0 speed.
  • steeringImpulseMax <float> — Steer helper impulse at max speed.
  • steeringImpulseMin <float> — Steer damping impulse at 0 speed.
  • steeringImpulseMax <float> — Steer damping impulse at max speed.

Wheeled

  • axleFriction <int> — Torque caused by internal friction in axle and gearbox, during driving.
  • axleFrictionMax <int> — Torque caused by internal friction in axle and gearbox, during idle.
  • brakeTorque <int> — Torque used when pedal is applied in reverse direction.
  • brakeImpulse <float> — Impulse applied when pedal is applied in reverse direction.
  • clutchSpeed <float> — Speed for clutch releasing.
  • damping <float> — Overall damping in physics, 0 or very small usually.
  • engineIdleRPM <int> — RPM when engine is idle.
  • engineMaxRPM <int> — Maximum engine RPM.
  • engineMinRPM <int> — Minimum engine RPM before engine stalls.
  • enginePower <int> — Engine power in kW.
  • engineShiftDownRPM <int> — Highest RPM where engine can shift down.
  • engineShiftUpRPM <int> — Smallest RPM where engine can shift up.
  • engineStartRPM <int> — RPM after engine started.
  • stabilizer <float> — Multiplier for suspension force when opposite susps have different lengths.
  • maxBrakingFriction <float> — Maximum friction during handbrakes.
  • rearWheelBrakingFrictionMult <float> — Multiplier applied to rear wheel friction when handbraking (lower values allow greater sliding).
  • maxSteer <float> — Maximum steering angle in radians.
  • maxSpeed <float> — Approximated maximum speed.
  • maxTimeStep <float> — Max timestep that the entity is allowed to make.
  • minEnergy <float> — Minimum energy before the entity can be put to sleep.
  • slipThreshold <float> — Ratio at which wheels are considered slipping.
  • suspDampingMin <float> — Suspension damping at zero speed.
  • suspDampingMax <float> — Suspension damping at max speed.
  • suspDampingMaxSpeed <float> — Max speed for susp damping increasing.
  • gearDirSwitchRPM <int> — Maximum wheel RPM at which gear can be changed.
  • dynFriction <float> — Multiplier for dynamic friction.

Вертолёт

  • engineWarmupDelay — Time taken for engine to power up and controls to respond.
  • enginePowerMax <float> — Aribtary (?) scaling for the engine power.
  • rotationDamping <float> — Angular damping — should be large to simulate gyroscoping damping.
  • altitudeMax <float> — Maximum height.
  • rotorDiskTiltScale <float> — How much the rotor disc tilts with control inputs.
  • pitchResponsiveness <float> — Scaling to convert control input to pitch torque.
  • rollResponsiveness <float> — Scaling to convert control input to roll torque.
  • yawResponsiveness <float> — Scaling to convert control input to yaw torque.
  • maxYawRate <float> — Max yaw rate in radians/second (high level controller).
  • maxFwdSpeed <float> — Max forward speed in m/s.
  • maxLeftSpeed <float> — Max sideways (strafe) speed in m/s.
  • maxSpeed <float> — Approximated maximum speed.
  • maxUpSpeed <float> — Max ascent/descent rate.
  • basicSpeedFraction <float> — Multiplier for normal movement — sprinting is 1.
  • yawDecreaseWithSpeed <float> — Reduce the turning ability as we get faster
  • tiltPerVelDifference <float> — Require a tilt angle (radians) of this per m/s desired movement.
  • maxTiltAngle <float> — Maximum angle the high-level controller will try to tilt.
  • maxRollAngle <float> — Maximum roll angle possible for the player.
  • extraRollForTurn <float> — Fraction of the turning used to generate roll.
  • rollForTurnForce <float> — Force at which extraRollForTurn is applied.
  • yawPerRoll <float> — Fraction of the rolling to add to the yaw.
  • pitchActionPerTilt <float> — Control input per pitch change in radians.
  • pitchInputConst <float> — Player control input per yaw error.
  • powerInputConst <float> — Control input per altitude error.
  • powerInputDamping <float> — Damping for altitude control.
  • relaxForce <float> — Force which force back the roll into it’s relax angle.
  • yawInputConst <float> — Control input per yaw error.
  • yawInputDamping <float> — Damping for yaw control.
  • maxPitchAngleMov <float> — Limits for pitching.

VTOL

  • engineWarmupDelay <float> -
  • engineIgnitionTime <float> -
  • enginePowerMax <float> -
  • rotationDamping <float> — Angular damping — should be large to simulate the gyroscopic damping
  • angleLift <float> — Angles which is automatically applied when the player change the altitude
  • altitudeMax <float> — Maximum height
  • rotorDiskTiltScale <float> — How much the rotor disc tilts with control inputs
  • pitchResponsiveness <float> — Pitch responsiveness of the hugh-level controller
  • rollResponsiveness <float> — Scaling to convert control input to roll torque
  • yawResponsiveness <float> — Yaw responsiveness of the hugh-level controller
  • maxYawRate <float> — Max yaw rate in radians/second
  • maxFwdSpeed <float> — Max forward speed in m/s
  • maxLeftSpeed <float> — Max sideways (strafe) speed in m/s
  • maxSpeed <float> — Approximated maximum speed
  • maxUpSpeed <float> — Max ascent/descent rate
  • basicSpeedFraction <float> — Multiplier for normal movement — sprinting is 1
  • yawDecreaseWithSpeed <float> — Reduce the turning abililty as we get faster
  • tiltPerVelDifference <float> — Require a tilt angle (radians) of this per m/s desired movement
  • maxTiltAngle <float> — Maximum angle the high-level controller will try to tilt
  • extraRollForTurn <float> — Fraction of the turning used to generate roll
  • rollForTurnForce <float> — force at which extraRollForTurn is applied
  • yawPerRoll <float> — Fraction of the rolling to add to the yaw
  • pitchActionPerTilt <float> — Control input per pitch change in radians
  • powerInputConst <float> — Control input per altitude error
  • powerInputDamping <float> — Damping for altitude control
  • pitchInputConst <float> — Player Control input per yaw error
  • yawInputConst <float> — Player Control input per yaw error
  • yawInputDamping <float> — Player Damping for yaw control
  • horizFwdForce <float> — forward force when using the horizontal mode
  • horizLeftForce <float> — left force when using the horizontal mode
  • boostForce <float> — normalized value used to add the boost force
  • strafeForce <float> — normalized value used to add the strafe force
  • relaxForce <float> — force which force back the roll into it’s relax angle
  • maxRollAngle <float> — Maximum roll angle possible for the player
  • impulseHelper <float> -
  • wingsSpeed <float> — The speed used to rotate the VTOL’s wings
  • WingComponentLeft <float> -
  • WingComponentRight <float> -
  • maxPitchAngleMov <float> — Limits for pitching