Список параметров XML

Материал из CryWiki Russia

Перейти к: навигация, поиск
Эта страница страница помечена как находящиеся в процессе перевода с: 29 февраля 2012.
О статье
АвторBlablah
СложностьСредне
СовместимостьВсе
ТребованияТекстовый редактор (Notepad++, Dreamweaver или подобные)



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!).


Legend

  • <bool> = 1/0 (true/false)
  • <int> = 1, 20, 500, 97574, etc. A number.
  • <string> = Words and letters, eg; "fybullet"
  • <path> = Path to a specific file, eg; "objects/weapons/asian/fy71/fy_71_fp.chr"


Содержание

Items (guns, equipment)

Params

  • giveable <bool> - Indicates whether the item can be bought/picked up, "given" to the player.
  • selectable <bool> - Indicates whether the item can be selected in the player's inventory.
  • select_override <bool> - Indicates if the time until the weapon can be used will be overridden.
  • droppable <bool> - Indicates whether the item can be dropped.
  • auto_droppable <bool> - Indicates whether the item will be automatically dropped when out of ammo.
  • arms <bool> - Indicates whether arms will be displayed for this item.
  • two_hand <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.
  • has_first_select <bool> - Plays an animation when the weapon is selected for the first time (as with the LAW and its expanding tube).
  • prone_not_usable <bool> - Indicates whether the player can prone when holding the item.
  • pose <string> - Sets the pose the player model will take when holding the item.
  • mass <int> - The weight of the item, in kg, and how much it will slow the player down when held.
  • melee_attack_firemode <string> - The name of the firemode that is used for melee combat.
  • attach_to_back <bool> - Visually attaches the weapon to the players back in 3rd person view when it's not in use.
  • raiseable <bool> - Indicates whether the item can be raised when the player faces an object from up close.
  • raise_distance <int> - Sets how close the player has to be to an object for the weapon to be raised.
  • display_name <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.

Ammos

  • 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?)?

Fire

  • 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)?

Recoil

  • 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.

Spread

  • 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.

Tracer

  • 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> - ?

Melee

  • 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?

Actions

  • <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".

Ammo (bullets, rockets, grenades)

Note: bullet also means rocket here.

Flags

  • 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)

Whiz

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

Ricochet

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

Physics

  • 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)

Explosion

  • 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)

Params

  • 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".

Trail

  • 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.

Vehicles

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.

Helicopter

  • 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