HashMethod = 1 ; 1 when debris collide with other objects
DisappearType ="LAUNCH" ; if "STOP" timer will switch on after stop else if "LAUNCH" timer will switch on after laucnh if "TOUCH" then disappear after tocuhing ground
; ExplOnEnd ="HumanPlaneDebrisEnd" ; explosion when die
ExplOnColl ="HumanPlaneDebrisEnd" ; explosion when collide with earth or object
ExplOnWater ="HCWaterExpl" ; water die explosion
ParticleOnFly = "HumanPlaneDebrisFly" ; particle when fly
MaxDisappearTimer = 30 ; max disappear timer
MinDisappearTimer = 20 ; min disappear timer
DeathTimer = 35 ; overall lifetime
VisibleDisappearFlag = 0 ; if 1 can disappear visible else can't
ObjectDeleteFlag = 1 ; if 1 object will be deleted
GoukeCoeff = 0.35 ; [0..1]
FrictionCoeff = 0.08 ; [0..1] earth friction (when angles with earth are small)
RotateType ="CONT" ; if "IMM" debris will rotate immediately after launch else if "CONT" debris will accelerate to rotate speed
CheckCollisionType ="PRECISE" ; if "PRECISE" debris will collide more precise but more slow else if "ROUGH" debris will collide more rough
RotateMaxSpeed = 35.0 ; max rotate speed degrees per second
RotateMinSpeed = 10.0 ; min rotate speed degrees per second
RandomRotateAxis=1 ; if 1 debris will rotate around random axis
RotateAxis = 10 10 10 ; non random rotate axis
RotateAccel= 30 ; rotate acceleration
AirFriction=0.001 ; air friction coeff
AirFrictionAffected=1 ; if 1 when air friction affect to debris
MaxSmokeTimer = 20.0 ; max smoking time
MinSmokeTimer = 2.0 ; min smoking time
AlwaysSmoking = 0 ; is debris always has smoking particle
Root { "ROOT"
Armor =200
}
}
{ "Plane_engine_debris"
Description = "This is a plane engine debrises"
HashMethod = 0 ; 1 when debris collide with other objects
DisappearType ="LAUNCH" ; if "STOP" timer will switch on after stop else if "LAUNCH" timer will switch on after laucnh if "TOUCH" then disappear after tocuhing ground
ExplOnEnd ="UMExpl" ; explosion when die
ExplOnColl ="HumanPlaneDebrisEnd" ; explosion when collide with earth or object
ExplOnWater ="HCWaterExpl" ; water die explosion
ParticleOnFly = "HumanPlaneDebrisFly" ; particle when fly
MaxDisappearTimer = 20 ; max disappear timer
MinDisappearTimer = 10 ; min disappear timer
DeathTimer = 25 ; overall lifetime
VisibleDisappearFlag = 0 ; if 1 can disappear visible else can't
ObjectDeleteFlag = 1 ; if 1 object will be deleted
GoukeCoeff = 0.40 ; [0..1]
FrictionCoeff = 0.07 ; [0..1] earth friction (when angles with earth are small)
RotateType ="CONT" ; if "IMM" debris will rotate immediately after launch else if "CONT" debris will accelerate to rotate speed
CheckCollisionType ="PRECISE" ; if "PRECISE" debris will collide more precise but more slow else if "ROUGH" debris will collide more rough
RotateMaxSpeed = 140.0 ; max rotate speed degrees per second
RotateMinSpeed = 40.0 ; min rotate speed degrees per second
RandomRotateAxis=1 ; if 1 debris will rotate around random axis
RotateAxis = 10 10 10 ; non random rotate axis
RotateAccel= 40 ; rotate acceleration
AirFriction=0.001 ; air friction coeff
AirFrictionAffected=1 ; if 1 when air friction affect to debris
MaxSmokeTimer = 20.0 ; max smoking time
MinSmokeTimer = 19.0 ; min smoking time
AlwaysSmoking = 1 ; is debris always has smoking particle
}
{ "Plane_part_debris"
Description = "This is a plane part debrises"
HashMethod = 0 ; 1 when debris collide with other objects
DisappearType ="LAUNCH" ; if "STOP" timer will switch on after stop else if "LAUNCH" timer will switch on after laucnh if "TOUCH" then disappear after tocuhing ground
; ExplOnEnd ="HumanPlaneDebrisEnd" ; explosion when die
ExplOnColl ="HumanPlaneDebrisExpl" ; explosion when collide with earth or object
ExplOnWater ="HumanPlaneDebrisWaterExpl" ; water die explosion
ParticleOnFly = "HumanPlaneDebrisFly" ; particle when fly
MaxDisappearTimer = 22 ; max disappear timer
MinDisappearTimer = 5 ; min disappear timer
DeathTimer = 25 ; overall lifetime
VisibleDisappearFlag = 0 ; if 1 can disappear visible else can't
ObjectDeleteFlag = 1 ; if 1 object will be deleted
GoukeCoeff = 0.25 ; [0..1]
FrictionCoeff = 0.1 ; [0..1] earth friction (when angles with earth are small)
RotateType ="IMM" ; if "IMM" debris will rotate immediately after launch else if "CONT" debris will accelerate to rotate speed
CheckCollisionType ="PRECISE" ; if "PRECISE" debris will collide more precise but more slow else if "ROUGH" debris will collide more rough
RotateMaxSpeed = 180.0 ; max rotate speed degrees per second
RotateMinSpeed = 40.0 ; min rotate speed degrees per second
RandomRotateAxis=1 ; if 1 debris will rotate around random axis
RotateAxis = 10 10 10 ; non random rotate axis
RotateAccel= 55 ; rotate acceleration
AirFriction=0.001 ; air friction coeff
AirFrictionAffected=1 ; if 1 when air friction affect to debris
MaxSmokeTimer = 5.0 ; max smoking time
MinSmokeTimer = 0.0 ; min smoking time
AlwaysSmoking = 0 ; is debris always has smoking particle
}
{ "Dettached_weapon_debris"
Description = "This is a Dettached_weapon debrises"
HashMethod = 0
DisappearType ="TOUCH"
ExplOnWater ="BCWaterExpl" ; water die explosion
MaxDisappearTimer = 10
MinDisappearTimer = 10
DeathTimer = 15
VisibleDisappearFlag = 0
ObjectDeleteFlag = 1
GoukeCoeff = 0.5
}
{ "Wreck_debris"
FileName = "musor"
Description = "This is a wreck debrises"
HashMethod = 0
DisappearType ="TOUCH"
ExplOnWater ="BGWaterExpl" ; water die explosion
MaxDisappearTimer = 2 ; max disappear timer
MinDisappearTimer = 2 ; min disappear timer
DeathTimer = 2 ; overall lifetime
VisibleDisappearFlag = 1 ; if 1 can disappear visible else can't
ObjectDeleteFlag = 1 ; if 1 object will be deleted
GoukeCoeff = 0.35 ; [0..1]
FrictionCoeff = 0.9 ; [0..1] earth friction (when angles with earth are small)
RotateType ="IMM" ; if "IMM" debris will rotate immediately after launch else if "CONT" debris will accelerate to rotate speed
CheckCollisionType ="ROUGH" ; if "PRECISE" debris will collide more precise but more slow else if "ROUGH" debris will collide more rough
RotateMaxSpeed = 800.0 ; max rotate speed degrees per second
RotateMinSpeed = 200.0 ; min rotate speed degrees per second
RandomRotateAxis=1 ; if 1 debris will rotate around random axis
RotateAxis = 10 10 10 ; non random rotate axis
RotateAccel= 100 ; rotate acceleration
AirFriction=0.001 ; air friction coeff
AirFrictionAffected=0 ; if 1 when air friction affect to debris
RotateSlowing=0
}
{ "Wreck_debris1"
FileName = "musor1"
Description = "This is a wreck debrises"
HashMethod = 0
DisappearType ="TOUCH"
ExplOnWater ="BGWaterExpl" ; water die explosion
MaxDisappearTimer = 2 ; max disappear timer
MinDisappearTimer = 2 ; min disappear timer
DeathTimer = 2 ; overall lifetime
VisibleDisappearFlag = 1 ; if 1 can disappear visible else can't
ObjectDeleteFlag = 1 ; if 1 object will be deleted
GoukeCoeff = 0.35 ; [0..1]
FrictionCoeff = 0.9 ; [0..1] earth friction (when angles with earth are small)
RotateType ="IMM" ; if "IMM" debris will rotate immediately after launch else if "CONT" debris will accelerate to rotate speed
CheckCollisionType ="ROUGH" ; if "PRECISE" debris will collide more precise but more slow else if "ROUGH" debris will collide more rough
RotateMaxSpeed = 800.0 ; max rotate speed degrees per second
RotateMinSpeed = 200.0 ; min rotate speed degrees per second
RandomRotateAxis=1 ; if 1 debris will rotate around random axis
RotateAxis = 10 10 10 ; non random rotate axis
RotateAccel= 100 ; rotate acceleration
AirFriction=0.001 ; air friction coeff
AirFrictionAffected=0 ; if 1 when air friction affect to debris
RotateSlowing=0
}
{ "Wreck_smoke_debris"
FileName = "musor"
Description = "This is a wreck smoke debrises"
HashMethod = 0
DisappearType ="TOUCH"
ParticleOnFly = "SmokeWreckFly" ; particle when fly
ExplOnWater ="BGWaterExpl" ; water die explosion
MaxDisappearTimer = 1 ; max disappear timer
MinDisappearTimer = 0.01 ; min disappear timer
DeathTimer = 0.5 ; overall lifetime
VisibleDisappearFlag = 1 ; if 1 can disappear visible else can't
ObjectDeleteFlag = 1 ; if 1 object will be deleted
GoukeCoeff = 0.35 ; [0..1]
FrictionCoeff = 0.9 ; [0..1] earth friction (when angles with earth are small)
RotateType ="IMM" ; if "IMM" debris will rotate immediately after launch else if "CONT" debris will accelerate to rotate speed
CheckCollisionType ="ROUGH" ; if "PRECISE" debris will collide more precise but more slow else if "ROUGH" debris will collide more rough
RotateMaxSpeed = 800.0 ; max rotate speed degrees per second
RotateMinSpeed = 90.0 ; min rotate speed degrees per second
RandomRotateAxis=1 ; if 1 debris will rotate around random axis
RotateAxis = 10 10 10 ; non random rotate axis
RotateAccel= 100 ; rotate acceleration
AirFriction=0.001 ; air friction coeff
AirFrictionAffected=0 ; if 1 when air friction affect to debris
RotateSlowing=0
MaxSmokeTimer = 1.0 ; max smoking time
MinSmokeTimer = .1 ; min smoking time
AlwaysSmoking = 1 ; is debris always has smoking particle
}
{ "TankHull_debris"
Description = "This is a tank hull debrises"
HashMethod = 1 ; 1 when debris collide with other objects
DisappearType ="STOP" ; if "STOP" timer will switch on after stop else if "LAUNCH" timer will switch on after laucnh if "TOUCH" then disappear after tocuhing ground
ExplOnEnd ="UMExpl" ; explosion when die
;ExplOnColl ="HCExpl" ; explosion when collide with earth or object
ExplOnWater ="HCWaterExpl" ; water die explosion
ParticleOnFly = "HumanPlaneDebrisFly" ; particle when fly
MaxDisappearTimer = 120 ; max disappear timer
MinDisappearTimer = 60 ; min disappear timer
DeathTimer = 120 ; overall lifetime
VisibleDisappearFlag = 0 ; if 1 can disappear visible else can't
ObjectDeleteFlag = 1 ; if 1 object will be deleted
GoukeCoeff = 0.40 ; [0..1]
FrictionCoeff = 0.07 ; [0..1] earth friction (when angles with earth are small)
RotateType ="IMM" ; if "IMM" debris will rotate immediately after launch else if "CONT" debris will accelerate to rotate speed
MaxSmokeTimer = 6.0 ; max smoking time
MinSmokeTimer = 10.0 ; min smoking time
AlwaysSmoking = 0 ; is debris always has smoking particle
CheckCollisionType ="PRECISE" ; if "PRECISE" debris will collide more precise but more slow else if "ROUGH" debris will collide more rough
RotateMaxSpeed = 0.0 ; max rotate speed degrees per second
RotateMinSpeed = 0.0 ; min rotate speed degrees per second
RandomRotateAxis=0 ; if 1 debris will rotate around random axis
RotateAxis = 10 10 10 ; non random rotate axis
RotateAccel= 0 ; rotate acceleration
AirFriction=0.001 ; air friction coeff
AirFrictionAffected=0 ; if 1 when air friction affect to debris
Root { "ROOT"
Armor =200
}
}
{ "TankTurret_debris"
Description = "This is a tank turret debrises"
HashMethod = 1 ; 1 when debris collide with other objects
DisappearType ="LAUNCH" ; if "STOP" timer will switch on after stop else if "LAUNCH" timer will switch on after laucnh if "TOUCH" then disappear after tocuhing ground
ExplOnEnd ="UMExpl" ; explosion when die
;ExplOnColl ="HCExpl" ; explosion when collide with earth or object
ExplOnWater ="HCWaterExpl" ; water die explosion
ParticleOnFly = "HumanPlaneDebrisFly" ; particle when fly
MaxDisappearTimer = 40 ; max disappear timer
MinDisappearTimer = 30 ; min disappear timer
DeathTimer = 40 ; overall lifetime
VisibleDisappearFlag = 0 ; if 1 can disappear visible else can't
ObjectDeleteFlag = 1 ; if 1 object will be deleted
GoukeCoeff = 0.40 ; [0..1]
FrictionCoeff = 0.07 ; [0..1] earth friction (when angles with earth are small)
RotateType ="CONT" ; if "IMM" debris will rotate immediately after launch else if "CONT" debris will accelerate to rotate speed
CheckCollisionType ="PRECISE" ; if "PRECISE" debris will collide more precise but more slow else if "ROUGH" debris will collide more rough
RotateMaxSpeed = 90.0 ; max rotate speed degrees per second
RotateMinSpeed = 60.0 ; min rotate speed degrees per second
MaxSmokeTimer = 10.0 ; max smoking time
MinSmokeTimer = 6.0 ; min smoking time
AlwaysSmoking = 0 ; is debris always has smoking particle
RandomRotateAxis=1 ; if 1 debris will rotate around random axis
RotateAxis = 10 10 10 ; non random rotate axis
RotateAccel= 20 ; rotate acceleration
AirFriction=0.001 ; air friction coeff
AirFrictionAffected=0 ; if 1 when air friction affect to debris