#name "physpreset" #dll "all" "configstringconvert" #source_dir "physic/" #target_dir "physic/" #file_ext "*" #version 4 string "PHYSIC" configstringFileType string sndAliasPrefix float 1.0 0.01 10000.0 mass float 1.0 0.0 10000.0 friction int 1 0 1 isFrictionInfinity float 0.1 0.0 1.0 bounce float 1.0 0.0 1.0 bulletForceScale float 1.0 0.0 1.0 explosiveForceScale float 0.0 0.0 1.0 piecesSpreadFraction float 0.0 0.0 1000.0 piecesUpwardVelocity int 0 0 1 tempDefaultToCylinder int 1 0 1 canFloat float 1.0 0.01 10.0 gravityScale vcontainer { vcontainer { floatedit(mass, 0.01, 0.5) [ exec { label("Mass") tooltip("The mass of the object expressed in pounds.") width(280) labelwidth(180) } ] floatedit(bounce, 0.01, 0.1) [ exec { label("Bounce") tooltip("How much the object will bounce (0 means no bounce at all, 1 means biggest bounce).") width(280) labelwidth(180) } ] checkbox(isFrictionInfinity) [ exec { label("Infinite Friction") tooltip("Check this for infinite friction; (instead of using huge values of friction).") labelwidth(180) } ] floatedit(friction, 0.1, 5) [ exec { label("Friction") tooltip("The friction of the object (0 means no friction at all).") width(280) labelwidth(180) visible(isFrictionInfinity == 0) } ] } [ exec { groupBox("Object properties") } ] vcontainer { floatedit(bulletForceScale, 0.01, 0.1) [ exec { label("Bullet Force Scale") tooltip("How much to scale the bullet force (0 means no force at all, 1 means original force).") width(280) labelwidth(180) } ] floatedit(explosiveForceScale, 0.01, 0.1) [ exec { label("Explosive Force Scale") tooltip("How much to scale the explosive force (0 means no force at all, 1 means original force).") width(280) labelwidth(180) } ] } [ exec { groupBox("Force Scaling") } ] vcontainer { edit(sndAliasPrefix) [ exec { label("Sound Alias Prefix") tooltip("Alias name prefix used for audio physics") width(400) } ] } [ exec { groupBox("Audio Physics") } ] vcontainer { floatedit(piecesSpreadFraction, 0.01, 0.1) [ exec { label("Spread Fraction") tooltip("The fraction of the initial piece velocity diection that independent is based on the direction of the impact.") width(280) labelwidth(180) } ] floatedit(piecesUpwardVelocity, 0.01, 0.1) [ exec { label("Upward Velocity Bias") tooltip("Additional initial upward piece velocity.") width(280) labelwidth(180) } ] } [ exec { groupBox("Pieces") } ] checkbox(tempDefaultToCylinder) [ exec { label("Use cylinder collision") tooltip("The cylinder is vertical with respect to the model (Temporary. This setting should eventually be removed.)") labelwidth(180) } ] checkbox(canFloat) [ exec { label("Can float") tooltip("The entity can float.") labelwidth(180) } ] floatedit(gravityScale, 0.01, 0.05) [ exec { label("Gravity Scale") tooltip("Scale the gravity applied to this object.") width(280) labelwidth(180) } ] }