cod5-sdk/deffiles/physpreset.gdf

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#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)
}
]
}