############################################################################################################################################ # # FIELD DESCRIPTIONS # ================== # # All entities contain the following fields: # # PHYSICS_CLASS - one of : POINT_MASS - the entity is treated as a single point in space with no orientation, such as # a particle, character or alien. # OBJECT_CUBOID - the entity is treated as an object in the shape of a box # OBJECT_SPHERE - the entity is treated as an object in the shape of a sphere. # DIMENSIONS - the x,y,z dimensions of the entity (this must be as accurate as possible) # MASS - the mass of the entity # CENTRE_OF_MASS - the vector from the pivot point of the entity's model to its centre of mass (the 'balance point' of # the entity) # FRICTION_CLASS - determines how friction is calculated. Can be SIMPLE_FRICTION or PROPER_FRICTION. Simple friction # involves far less processing but has the effect that the entity will always slide down a slight # slope. With proper friction applied, the entity will 'stick' on the slope up to a certain gradient. # FRICTION - the friction value. With simple friction this should be around 0.2, with proper friction this value # influences how well the entity will stick to the slope before sliding. Try a similar value. # GRAVITY - the magnitude of the gravitational force (should be around 0.55) # BOUNCE - the bounciness of the entity. A value between 0 & 1, 0 = no bounce, 1 = super bouncy. Should really # be no less than 0.1. # MAX_SPEED - how fast the entity can travel. A car usually travels no faster than around 40. # # All vehicles contain all of the above fields, plus the following: # # STEERING_SPEED - how fast the vehicle turns. A car is usually about 0.006. # STEERING_CHANGE - how much the steering speed is reduced as the vehicle gets faster. A car is about 10. This is a # bit crappily done at the moment and will probably change. # # All wheeled vehicles contain all of the above fields, plus the following: # # NUM_REAR_WHEELS - Number of rear wheels, either 0, 2 or 4. # NUM_FRONT_WHEELS - Number of front wheels, either 0, 2 or 4. # WHEEL_DRIVE - NO_WHEEL_DRIVE/REAR_WHEEL_DRIVE/FRONT_WHEEL_DRIVE/FOUR_WHEEL_DRIVE # MAX_REVS - Usually about 100 # FRONT_SUSP_LENGTH - How long the front suspension springs are (usually about 10) # FRONT_SUSP_STRENGTH - How strong the front suspenion springs are (independent of the vehicles mass). Try about 0.0004. # FRONT_SUSP_DAMP - How much the front suspenion springs are damped (how long they take to come to rest). This is a # percentage of the strength and should be about 0.5. # REAR_SUSP_LENGTH # REAR_SUSP_STRENGTH Same for rear suspension # REAR_SUSP_DAMP # WHEEL_RADIUS_F - The radius of the collision spheres for the front wheels. If this is wrong, the front wheels will # appear either sunken into the ground, or floating above it. # WHEEL_RADIUS_R - Same for rear wheels # MAX_WHEEL_ANGLE - The max angle the front wheels can be turned (usually about 50) # ROLLING_FRICTION - Determines how long the vehicle will come to rest when rolling in a straight line. Try about 0.002 # FRONT_STICTION - How 'sticky' the front tires are, or how much they will grip before skidding. Usually about 0.3 ish # REAR_STICTION - Same for rear tires # TRACTION - Not used yet # BRAKING_FRICTION - Determines how quickly the vehicle will come to rest when the brakes are applied. Usually about 0.01 # HAND_BRAKING_FRICTION - How much friction the locked rear wheels provide when the handbrake is on. Usually about 0.03. # MAX_BRAKE_TIME - How long the vehicle will brake for before reversing. Usually about 30. # WHEEL_ROT_SPEED_F - How fast the front wheels turn depending upon the vehicles speed (just cosmetic). Tweak this until # the wheels roll convincingly on the ground. This depends on the size of the wheels on the model. # WHEEL_ROT_SPEED_R - Same for rear wheels. # STATIONARY_FORCE - The wheel positions, numbers, suspension forces, wheel radii and centre of mass all conspire to # stop a vehicle from sitting still when on a flat surface - it will always tend to roll off forwards # or backwards. This value determines the strength of force to apply to keep a vehicle stationary. A # positive value will stop a vehicle rolling backwards, and a negative one will stop a vehicle rolling # forwards. Do this last, as changing any of the above factors will affect this value. # GEAR_DRIVE_FORCES_N - The drive force applied to the wheels when the vehicle is in gear N. Lower gears provide stonger # forces than higher gears. # GEAR_MIN_SPEEDS_N - The minimum speed the vehicle is allowed to travel in gear N. # GEAR_MAX_SPEEDS_N - The maximum speed the vehicle is allowed to travel in gear N. # # All planes contain the vehicle fields plus the following: # # DRIVE_FORCE - The force the propellers/jets provide. A biplane has a drive force of 0.002 # MAX_FLAP_ANGLE - The maximum angle all the flaps can turn. Usually about 50 # PROP_ROT_SPEED - How fast the propellers turn (just cosmetic). Try about 40 # RUDDER_FORCE - How much friction force the rudder has, or how much turning the rudder will affect the tail of the # plane. At the moment this isn't used. # LIFT_FORCE - How much lift force the plane has, or how quickly it will take off. This is also affected by the # wing friction forces as well. Try 0.008. # FRONT_FLAPS_FORCE - How much friction force the front flaps have, or how much turning these flaps affects how the plane # will dive or roll. Usually about 0.2 # REAR_FLAPS_FORCE - Same for rear flaps # WING_FRICT_FORCE - How much friction force the front and back wings have, or how much the plane will travel in a # straight line without vearing up or down. Usually about 0.3 # TAIL_FRICT_FORCE - How much friction force the tail fin has, or how much the plane will travel in a straight line # without vearing left or right. Usually about 0.1. # MIN_PROP_SPEED - Not used at the moment # AIR_RESISTANCE - Determines how quickly the roll or pitch of plane will come to rest after the user stops turning # it. Try about 0.05 # ############################################################################################################################################# RECORD PLAYER_PHYS CLASS PC_CHARACTER MASS 65 FRICTION_TYPE PROPER_FRICTION FRICTION 0.0 BOUNCE 0.0 JUMP_FORCE 0.3 JUMP_FORWARD_VELOCITY 6.5 JUMP_SIDE_VELOCITY 5.0 SKID_FORWARD_VELOCITY 6.0 SKID_SIDE_VELOCITY 5.0 # FEET_FRICTION 12 FEET_FRICTION 20 TURNED_ON END RECORD HUNTER_PHYS CLASS PC_CHARACTER MASS 80 FRICTION_TYPE PROPER_FRICTION FRICTION 0 BOUNCE 0.0 JUMP_FORCE 0.25 JUMP_FORWARD_VELOCITY 6.5 JUMP_SIDE_VELOCITY 5.0 SKID_FORWARD_VELOCITY 6.0 SKID_SIDE_VELOCITY 5.0 FEET_FRICTION 10 TURNED_ON END RECORD DIE_PHYS CLASS PC_RIGID_CUBOID MASS 100 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 15 # FRICTION_TYPE SIMPLE_FRICTION # FRICTION 0.03 AIR_RESISTANCE 0 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD CRATE_1M_PHYS CLASS PC_RIGID_CUBOID MASS 50 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 15 # FRICTION_TYPE SIMPLE_FRICTION # FRICTION 0.03 AIR_RESISTANCE 0 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD CRATE_2M_PHYS CLASS PC_RIGID_CUBOID MASS 200 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20 # FRICTION_TYPE SIMPLE_FRICTION # FRICTION 0.03 AIR_RESISTANCE 0 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD CARDBOX_1M_PHYS CLASS PC_RIGID_CUBOID MASS 10 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 15 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0 BOUNCE 0.2 MAX_SPEED 5 END RECORD CARDBOX_2M_PHYS CLASS PC_RIGID_CUBOID MASS 40 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 15 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD CARDBOX_05M_PHYS CLASS PC_RIGID_CUBOID MASS 5 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD MEATBOX_PHYS CLASS PC_RIGID_CUBOID MASS 10 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 15 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD MEATBOX_EMPTY_PHYS CLASS PC_RIGID_CUBOID MASS 50 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 15 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD BREEZEBLOCK_PHYS CLASS PC_RIGID_CUBOID MASS 100 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD APPOINT_PHYS CLASS PC_RIGID_CUBOID MASS 150 CENTRE_OF_MASS 0,0,-0.3 FRICTION_TYPE PROPER_FRICTION FRICTION 20 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0 BOUNCE 0.1 MAX_SPEED 5 END RECORD TRASHCAN_PHYS CLASS PC_RIGID_CUBOID MASS 50 CENTRE_OF_MASS 0,-0.1,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.02 SPIN_RESISTANCE 0.02 BOUNCE 0.1 MAX_SPEED 5 END RECORD TRASHCANLID_PHYS CLASS PC_RIGID_CUBOID MASS 4 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 2.5 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0.1 BOUNCE 0.1 MAX_SPEED 5 END RECORD FLAME_DRUM_PHYS CLASS PC_RIGID_CUBOID MASS 150 CENTRE_OF_MASS 0,-0.1,0 FRICTION_TYPE PROPER_FRICTION FRICTION 51.5 AIR_RESISTANCE 0.05 SPIN_RESISTANCE 0.01 BOUNCE 0.1 MAX_SPEED 5 END RECORD BIO_DRUM_PHYS CLASS PC_RIGID_CUBOID MASS 350 CENTRE_OF_MASS 0,-0.1,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.01 SPIN_RESISTANCE 0.01 BOUNCE 0.1 MAX_SPEED 5 END RECORD STATIC_BOX_PHYS CLASS PC_POINT_MASS MASS 30000 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 BOUNCE 0 END RECORD GRENADE_PHYS CLASS PC_POINT_MASS MASS 5 FRICTION_TYPE SIMPLE_FRICTION FRICTION 12.0 BOUNCE 0.05 TURNED_ON END RECORD COLLECTABLE_PHYS CLASS PC_POINT_MASS MASS 5 FRICTION_TYPE PROPER_FRICTION FRICTION 50 BOUNCE 0 TURNED_ON END RECORD GAS_CAN_PHYS CLASS PC_POINT_MASS MASS 5 FRICTION_TYPE PROPER_FRICTION FRICTION 50 BOUNCE 0 END RECORD LIFT_PHYS CLASS PC_POINT_MASS #practically infinite mass - to stop the player generating forces on the lift MASS 50 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 BOUNCE 0.0 TURNED_ON NO_GRAVITY IMMOVABLE END RECORD SWINGDOOR_PHYS CLASS PC_DOOR MASS 20 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 NO_GRAVITY BOUNCE 0.0 CENTRE_OF_MASS 0.0,0.0,0.0 MAX_OPEN_ANGLE_IN 140 MAX_OPEN_ANGLE_OUT 140 HINGE_BOUNCE 0.2 SWING_DOOR 0 HINGE_SPRING_STRENGTH 0.15 HINGE_SPRING_DAMP 0.08 END RECORD MEAT_PHYS CLASS PC_DOOR MASS 80 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 BOUNCE 0.1 CENTRE_OF_MASS 0.0,0.0,0.0 MAX_OPEN_ANGLE_IN 180 MAX_OPEN_ANGLE_OUT 180 HINGE_BOUNCE 0 SWING_DOOR 1 HANGER 1 HINGE_SPRING_STRENGTH 1.5 HINGE_SPRING_DAMP 2.0 END RECORD DUMPSTERLID_PHYS CLASS PC_DOOR MASS 15 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 NO_GRAVITY BOUNCE 0.0 CENTRE_OF_MASS 0.0,0.0,0.0 MAX_OPEN_ANGLE_IN 5 MAX_OPEN_ANGLE_OUT 90 HINGE_BOUNCE 0 SWING_DOOR 0 HINGE_SPRING_STRENGTH 10.0 HINGE_SPRING_DAMP 5.0 END RECORD LOCKERDOOR_PHYS CLASS PC_DOOR MASS 20 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 NO_GRAVITY BOUNCE 0.0 CENTRE_OF_MASS 0.0,0.0,0.0 MAX_OPEN_ANGLE_IN 5 MAX_OPEN_ANGLE_OUT 120 HINGE_BOUNCE 0 SWING_DOOR 0 HINGE_SPRING_STRENGTH 15.0 HINGE_SPRING_DAMP 8.0 END RECORD INT_TRASHCAN_PHYS CLASS PC_RIGID_CUBOID MASS 50 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.01 SPIN_RESISTANCE 0.01 BOUNCE 0.1 MAX_SPEED 5 END RECORD CHEM_DRUM_PHYS CLASS PC_RIGID_CUBOID MASS 250 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.01 SPIN_RESISTANCE 0.01 BOUNCE 0.1 MAX_SPEED 5 END RECORD PETROL_DRUM_PHYS CLASS PC_RIGID_CUBOID MASS 100 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.01 SPIN_RESISTANCE 0.01 BOUNCE 0.1 MAX_SPEED 5 END RECORD OIL_DRUM_EMPTY_PHYS CLASS PC_RIGID_CUBOID MASS 50 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.01 SPIN_RESISTANCE 0.01 BOUNCE 0.1 MAX_SPEED 5 END RECORD TANNOY_PHYS CLASS PC_RIGID_CUBOID MASS 100 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.01 SPIN_RESISTANCE 0.01 BOUNCE 0.1 MAX_SPEED 5 END RECORD PAPER_ROLL_1M_PHYS CLASS PC_RIGID_CUBOID MASS 200 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.01 SPIN_RESISTANCE 0.01 BOUNCE 0.1 MAX_SPEED 5 END RECORD HANGING_BODY_PHYS CLASS PC_HANGING MASS 100 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 AIR_RESISTANCE 0.0 SPIN_RESISTANCE 0.02 BOUNCE 0.1 CENTRE_OF_MASS 0.0, -1.0, 0.0 END RECORD HANGING_GIRDER_PHYS CLASS PC_HANGING MASS 500 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 AIR_RESISTANCE 0.0 SPIN_RESISTANCE 0.005 BOUNCE 0.1 CENTRE_OF_MASS 0.0, -4.0, 0.0 END RECORD HANGING_MAGNET_PHYS CLASS PC_HANGING MASS 500 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 AIR_RESISTANCE 0.0 SPIN_RESISTANCE 0.01 BOUNCE 0.1 CENTRE_OF_MASS 0.0, -4.0, 0.0 END RECORD COOKER_PHYS CLASS PC_RIGID_CUBOID MASS 500 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 20.0 AIR_RESISTANCE 0.03 SPIN_RESISTANCE 0.03 BOUNCE 0.1 MAX_SPEED 10 END RECORD HANGING_LIGHT_PHYS CLASS PC_HANGING MASS 10 FRICTION_TYPE SIMPLE_FRICTION FRICTION 0.0 AIR_RESISTANCE 0.0 SPIN_RESISTANCE 0.05 BOUNCE 0.1 CENTRE_OF_MASS 0.0, -2.0, 0.0 END RECORD TROLLY_PHYS CLASS PC_RIGID_CUBOID MASS 75 CENTRE_OF_MASS 0,-0.1,0 FRICTION_TYPE PROPER_FRICTION FRICTION 10.0 AIR_RESISTANCE 0.005 SPIN_RESISTANCE 0.02 BOUNCE 0.1 MAX_SPEED 5 END RECORD METAL_CUBE_PHYS CLASS PC_RIGID_CUBOID MASS 300 CENTRE_OF_MASS 0,0,0 FRICTION_TYPE PROPER_FRICTION FRICTION 52.0 AIR_RESISTANCE 0.05 SPIN_RESISTANCE 0.02 BOUNCE 0.1 MAX_SPEED 5 END RECORD CHAIR_PHYS CLASS PC_RIGID_CUBOID MASS 75 CENTRE_OF_MASS 0,-0.1,0 FRICTION_TYPE PROPER_FRICTION FRICTION 30.0 AIR_RESISTANCE 0.05 SPIN_RESISTANCE 0.02 BOUNCE 0.1 MAX_SPEED 5 END RECORD SHELVES_PHYS CLASS PC_RIGID_CUBOID MASS 150 CENTRE_OF_MASS 0,-0.2,0 FRICTION_TYPE PROPER_FRICTION FRICTION 30.0 AIR_RESISTANCE 0.1 SPIN_RESISTANCE 0.02 BOUNCE 0.1 MAX_SPEED 5 END