GameObject
From TM-Modding-Wiki
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GameObjects consists of the GameObject-Tag and various child elements and attributes. Not all attributes and child elements are needed, but some are.
Game Object
Values are default values
<GameObjectid=""Required Sets the objects name for reference in other Assets; must be unique in the mod; StringinheritFrom=""Optional Specifies another GameObject whose settings will be added to the Object; GameObject id
Tags
KindOf=""Optional Specifies object classifications and features; click for valid optionsDescription=""Optional Specifies the string that is to be used as the ToolTip descriptionTypeDescription=""Optional, Specifies the string that is to be used as the ToolTip type descriptionRadarPriority=""Optional Specifies the appearance on the radar screen; click for valid optionsBuildCompletion=""Optional, click for valid optionsTransportSlotCounts="0"Optional Sets the number of slots used when inside a transport; IntegerPlacementViewAngle="0r"Optional Sets the natural rotation of a building when being placed; AngleBuildFadeInOnCreateTimeSeconds="0s"Optional Sets the time until the object is completely visible after production; TimeIsTrainable="true"Optional Defines whether the object can gain experience and rank; BoolSide=""Optional Specifies the faction the unit is listed for in worldbuilder; click for valid optionsEditorName=""Optional Sets the name the unit is listed as in wordlbuilder; StringEditorSorting="NONE"Optional Specifies the category the unit is listed under in worldbuilder; click for valid optionsBuildCost="0"Optional Sets the cost needed to build this object; Short IntegerBountyValue="0"Optional Sets the value of the cash bounty for this object; IntegerBuildTime="0.0"Optional Sets the time needed to build this object; RealBuildFadeInOnCreateTime="0"Optional, RealRefundValue="0"Optional Sets the money refunded when selling this object; Short IntegerEnergyProduction="0"Optional Sets the energy output of this object; IntegerEnergyBonus="0"Optional Sets the bonus to energy output of this object when upgraded; IntegerIsHarvestable="false"Optional Defines if this object can be reaped by harvesters; BoolCommandSet=""Optional Specifies the ID of the initial CommandSet; String (LogicCommandSet id)SelectPortrait=""Optional Specifies the portrait picture displayed ingame; PackedTextureImageButtonImage=""Optional Specifies the button image displayed ingame; PackedTextureImageVoicePriority=""Optional Sets the priority for this unit´s voice reports; IntegerCrowdResponse=""Optional, used for selecting a crowd of this object (CrowdResponse id)CampnessValue="0"Optional Sets the value this object adds to the area´s Campness; IntegerCampnessValueRadius="600"Optional Sets the radius of the are this object adds Campness to; RealHealthBoxScale="1.5"Optional Sets the multiplier for the scale of this unit´s health box; RealHealthBoxHeightOffset="10.0"Optional Sets an Offset for this unit´s health box from its initial position; RealOcclusionDelay=""Optional, IntegerFormationWidth="1"Optional Sets the number of spots taken by the oject in a formation row; IntegerFormationDepth="1"Optional Sets the number of spots taken by the oject in a formation colum; IntegerMaxSimultaneousOfType=""Optional Sets the maximum number of this object that a player may build; Short IntegerShockwaveResistance="0"Optional, RealCommandPoints="0"Optional, IntegerCommandPointBonus="0"Optional, IntegerThreatLevel="1.0"Optional, threat of the object increase if you want that autofire aims on this object first, RealProductionQueueType="INVALID"Optional, where does this object show up ingame, click for valid optionsBuildPlacementTypeFlag="INVALID"Optional, where can this object placed, click for valid optionsBuildInProximityToSamePlayerStucture="true"Optional, must this object be build near same players objects, BoolBuildOnRequiredObjectKindOf=""Optional, object KindOf to build on top, click for valid optionsUnitCategory="NONE"Optional, click for valid optionsWeaponCategory="NONE"Optional, click for valid optionsHasFiredRecentlyTime="2s"Optional, TimeUnitTypeIcon=""Optional, icon near the healthbar (TypeIcon id)ReinvisibilityDelay="4s"Optional, delay to restealth, Time- Unused:
Browser=""String ListReviveText=""points to a stringRecruitText=""points to a stringHotkey=""String- not working:
FenceWidth="0"RealFenceXOffset="0"RealScale="1.0"Real- Untested:
RemoveTerrainRadius="0.0"RealEmotionRange="0"RealFactoryExitWidth=""RealFactoryExtraBibWidth=""RealIsForbidden="false"BoolIsPrerequisite="false"BoolIsGrabbable="false"BoolMinZIncreaseForVoiceMoveToHigherGround="-1"RealLiveCameraPitch="0"RealInstanceScaleFuzziness=""RealThreatValue="0"Short IntegerThreatRadius="-1"RealStructureRubbleHeight=""ByteRamPower="0"IntegerRamZMult="1.0"RealVoiceAttackChargeTimeout=""IntegerMaxDistanceForEngaged=""RealEngagedStateTimeout=""IntegerForceLuaRegistration="false"BoolShowHealthInSelectionDecal="false"BoolKeepSelectableWhenDead="false"BoolIsAutoBuilt="false"BoolCanPathThroughGates="true"BoolShouldClearShotsOnIdle="false"reloads when idle even if the clip is not empty, BoolSlopeLimitIndex="0"IntegerPathfindDiameter="-1"RealSupplyOverride="0"IntegerDisplayMeleeDamage="-1"IntegerDisplayRangedDamage="-1"IntegerHeroSortOrder="2147483647"IntegerExperienceScalarTable=""StringFiringArc="360"RealCamouflageDetectionMultiplier="1"RealSelectionPriority="2147483647"Integer
><DisplayName />(Occurrence: max 1) Determines the name displayed ingame<GameDependency />(Occurrence: max 1) Determines what prerequisite must be met before construction is possible<ArmorSet />(Occurrence: unbounded) Determines the resistance against damage<WeaponSet />(Occurrence: unbounded)<LocomotorSet />(Occurrence: unbounded) Determines the movement behavior<Buildable />(Occurrence: unbounded)<ThingClass />(Occurrence: unbounded)<DeadCollideSize />(Occurrence: unbounded)<BuildFadeInOnCreateList />(Occurrence: unbounded)<BuildVariations />(Occurrence: unbounded)<EquivalentTo />(Occurrence: unbounded) Sets another Object that is to be treated as the same type ingame<DisplayColor />(Occurrence: unbounded)<Flammability />(Occurrence: unbounded)<SkirmishAIInformation />(Occurrence: max 1) Determines how the AI uses this object
<Draws>
Draws
<PropDraw />(Occurrence: unbounded) Simple draw for a single model<ScriptedModelDraw />(Occurrence: unbounded) Flexible, complex draw, supports ModelConditionStates and AnimationState; sufficient for every object type that does not have a specific Draw module<TankDraw />(Occurrence: unbounded) Enhanced ScriptedModelDraw, adds options for drawing sophisticated tank treads<TruckDraw />(Occurrence: unbounded) Enhanced ScriptedModelDraw, adds options for turning wheels and individual cab/trailer movement<QuadrupedDraw />(Occurrence: unbounded) Enhanced ScriptedModelDraw, adds options for defining four foot bones; unused, possibly not working<SpotlightDraw />(Occurrence: unbounded) Enhanced ScriptedModelDraw, adds options for defining the motion of a scanner spotlight; works in conjunction with a StealthDetectorUpdate<HordeModel />(Occurrence: unbounded) Enhanced ScriptedModelDraw, adds options for drawing multiple models with random parameters; unused, possibly not working<StreakDraw />(Occurrence: unbounded) Adds a streak behind the object<LaserDraw />(Occurrence: unbounded) Weapon draw, displays a laser when the assigned weapon is fired; requires a LaserState and ActivateLaserNugget<StreamDraw />(Occurrence: unbounded) Weapon draw, displays a liquid like stream when the assigned weapon is fired; requires a StreamState and ActivateStreamNugget<TracerDraw />(Occurrence: unbounded) Weapon draw, displays a volley of bullet tracers when the assigned weapon is fired<DebrisDraw />(Occurrence: unbounded) Empty<TreeDraw />(Occurrence: unbounded) Simple draw with several options for organic movement; unused, possibly not working<BuffDraw />(Occurrence: unbounded) Simple draw for a single model; unused, possibly not working
</Draws>(Occurs: unbound)
<Behaviors>
Behaviors
- Behavior
</Behaviors>(Occurs: unbound)
<AI>
AI
- AI
</AI>(Occurs: unbound)
<Body>
Body
- Body
</Body>(Occurs: 1/unbound)
