168 lines
3 KiB
Text
168 lines
3 KiB
Text
#name "physpreset"
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#dll "all" "configstringconvert"
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#source_dir "physic/"
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#target_dir "physic/"
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#file_ext "*"
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#version 3
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string "PHYSIC" configstringFileType
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string sndAliasPrefix
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float 1.0 0.01 10000.0 mass
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float 1.0 0.0 10000.0 friction
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int 1 0 1 isFrictionInfinity
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float 0.1 0.0 1.0 bounce
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float 1.0 0.0 1.0 bulletForceScale
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float 1.0 0.0 1.0 explosiveForceScale
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float 0.0 0.0 1.0 piecesSpreadFraction
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float 0.0 0.0 1000.0 piecesUpwardVelocity
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int 0 0 1 tempDefaultToCylinder
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vcontainer
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{
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vcontainer
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{
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floatedit(mass, 0.01, 0.5)
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[
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exec
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{
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label("Mass")
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tooltip("The mass of the object expressed in pounds.")
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width(280)
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labelwidth(180)
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}
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]
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floatedit(bounce, 0.01, 0.1)
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[
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exec
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{
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label("Bounce")
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tooltip("How much the object will bounce (0 means no bounce at all, 1 means biggest bounce).")
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width(280)
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labelwidth(180)
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}
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]
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checkbox(isFrictionInfinity)
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[
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exec
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{
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label("Infinite Friction")
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tooltip("Check this for infinite friction; (instead of using huge values of friction).")
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labelwidth(180)
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}
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]
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floatedit(friction, 0.1, 5)
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[
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exec
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{
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label("Friction")
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tooltip("The friction of the object (0 means no friction at all).")
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width(280)
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labelwidth(180)
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visible(isFrictionInfinity == 0)
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}
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]
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}
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[
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exec
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{
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groupBox("Object properties")
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}
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]
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vcontainer
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{
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floatedit(bulletForceScale, 0.01, 0.1)
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[
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exec
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{
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label("Bullet Force Scale")
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tooltip("How much to scale the bullet force (0 means no force at all, 1 means original force).")
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width(280)
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labelwidth(180)
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}
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]
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floatedit(explosiveForceScale, 0.01, 0.1)
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[
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exec
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{
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label("Explosive Force Scale")
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tooltip("How much to scale the explosive force (0 means no force at all, 1 means original force).")
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width(280)
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labelwidth(180)
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}
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]
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}
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[
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exec
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{
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groupBox("Force Scaling")
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}
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]
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vcontainer
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{
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edit(sndAliasPrefix)
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[
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exec
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{
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label("Sound Alias Prefix")
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tooltip("Alias name prefix used for audio physics")
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width(400)
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}
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]
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}
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[
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exec
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{
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groupBox("Audio Physics")
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}
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]
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vcontainer
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{
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floatedit(piecesSpreadFraction, 0.01, 0.1)
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[
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exec
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{
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label("Spread Fraction")
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tooltip("The fraction of the initial piece velocity diection that independent is based on the direction of the impact.")
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width(280)
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labelwidth(180)
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}
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]
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floatedit(piecesUpwardVelocity, 0.01, 0.1)
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[
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exec
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{
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label("Upward Velocity Bias")
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tooltip("Additional initial upward piece velocity.")
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width(280)
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labelwidth(180)
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}
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]
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}
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[
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exec
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{
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groupBox("Pieces")
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}
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]
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checkbox(tempDefaultToCylinder)
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[
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exec
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{
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label("Use cylinder collision")
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tooltip("The cylinder is vertical with respect to the model (Temporary. This setting should eventually be removed.)")
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labelwidth(180)
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}
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]
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}
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