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EClassConfig.ecf
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EClassConfig.ecf
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# PLAYER
{ Entity Name: PlyMale
# This one decides for scoring
EntityType: Player
# ModelType: Player
# Mesh: Player/SciFiMaleNoHelmet/SciFiMaleNoHelmetPrefab
# AvatarController: Player
ModelType: PlayerUMA
Mesh: Player/UMAAvatarPrefabMale
AvatarController: PlayerUMA
Class: Player
Prefab: Player
MeshHelmet: Player/SciFiMale/SciFiMalePrefab
MeshFP: Player/SciFiMale/SciFiMaleFPVPrefab
Parent: Players
RightHandJointName: RightHand
PlayerBikeHandPos: 2
# This decides on the particle effect played on hit
SurfaceCategory: human
PushFactor: 5
Weight: 70
VolumeCapacity: 500
MaxHealth: 500
# ParticleOnDeath: blood_death
# TimeStayAfterDeath: 0.1
TimeStayAfterDeath: 5
AllowUserInstantiate: false
SfxHurt: Player_Male/MaleHurt
SfxHurtSmall: Player_Male/MaleHurtLittle
SfxDeath: Player_Male/MaleDeath
SfxStamina: Player_Male/heart_beat
# If set this entity shows on the map
MapIcon: map_ply
# Misc stuff
IsEnemy: false
# ItemsOnEnterGame: "Drill, Pistol"
DropInventoryEntity: Backpack
UpdateClusterInfo: true # If this entity can move on cluster other than terrain
}
{ Entity Name: PlyFemale
# This one decides for scoring
EntityType: Player
# ModelType: Player
# Mesh: Player/SciFiFemaleNoHelmet/SciFiFemaleNoHelmetPrefab
# AvatarController: Player
ModelType: PlayerUMA
Mesh: Player/UMAAvatarPrefabFemale
AvatarController: PlayerUMA
Class: Player
Prefab: Player
MeshHelmet: Player/SciFiFemale/SciFiFemalePrefab
MeshFP: Player/SciFiFemale/SciFiFemaleFPVPrefab
Parent: Players
RightHandJointName: RightHand
PlayerBikeHandPos: 2
# This decides on the particle effect played on hit
SurfaceCategory: human
PushFactor: 5
Weight: 70
VolumeCapacity: 500
MaxHealth: 500
# ParticleOnDeath: blood_death
# TimeStayAfterDeath: 0.1
TimeStayAfterDeath: 5
AllowUserInstantiate: false
SfxHurt: PlyFemale/FemaleHurt
SfxHurtSmall: PlyFemale/FemaleHurtLittle
SfxDeath: PlyFemale/FemaleDeath
SfxStamina: Player_Male/heart_beat
# If set this entity shows on the map
MapIcon: map_ply
# Misc stuff
IsEnemy: false
# ItemsOnEnterGame: "Drill, Pistol"
DropInventoryEntity: Backpack
UpdateClusterInfo: true # If this entity can move on cluster other than terrain
}
{ Entity Name: Backpack
EntityType: PlayerBackpack
# Mesh and class properties
Mesh: Misc/CargoDropNewPrefab
BlockColor: "0,100,255"
ModelType: Custom
Prefab: Backpack
Class: Backpack
Parent: Backpack
#property name=AvatarController value=Enemy #/
TimeStayAfterDeath: 3600
AllowUserInstantiate: false
VolumeCapacity: 1000
IsEnemy: false
LootListOnDeath: 11
# MapIcon: map_flag
MapIcon: map_backpack2
HudInfo: false
}
{ Entity Name: DropContainer
EntityType: DropContainer
# Mesh and class properties
Mesh: Misc/DropContainerPrefab
BlockColor: "0,100,255"
ModelType: Custom
Prefab: Backpack
Class: Container
Parent: Backpack
#property name=AvatarController value=Enemy #/
TimeStayAfterDeath: 900
AllowUserInstantiate: false
IsEnemy: false
LootListOnDeath: 80
HudInfo: false
}
{ Entity Name: MissionContainer
EntityType: MissionContainer
# Mesh and class properties
Mesh: Misc/DropContainerPrefab
BlockColor: "0,100,255"
ModelType: Custom
Prefab: Backpack
Class: MissionContainer
Parent: Backpack
#property name=AvatarController value=Enemy #/
TimeStayAfterDeath: 900
AllowUserInstantiate: false
IsEnemy: false
LootListOnDeath: 11
HudInfo: false
MapIcon: map_backpack2
}
{ Entity Name: ExplosiveDevice
EntityType: ExplosiveDevice
# Mesh and class properties
Mesh: Misc/ScifiExplosiveDevice1Prefab
ModelType: Custom
Prefab: Explosives
Class: Explosives
Parent: Explosives
SurfaceCategory: metal
MaxHealth: 5
TimeStayAfterDeath: 0
SfxSpawn: UseActions/ExplosivesTimer
# Explosion on death
# Damage: 1000 # Does not work with shields
BlastParticleIndex: 9
BlastRadius: 2
BlastDamage: 5000
DamageMultiplier_Group: HWS_EWS_Kinetic
AllowUserInstantiate: false
}
# ESCAPE POD - normal
{ Entity Name: EscapePod
# Mesh and class properties
Mesh: Misc/EscapePodPrefab
MeshDead: Misc/EscapePodDamagedPrefab
ModelType: Custom
Prefab: EscapePod
EntityType: EscapePod
Class: EscapePod
Parent: SV
MaxHealth: 1
TimeStayAfterDeath: 1000
IsEnemy: false
# property name=LootListOnDeath value=34 --- Is taken now from difficulty level
MapIcon: map_EscapePod
HudInfo: false
AllowUserInstantiate: false
}
# ESCAPE POD - new start
{ Entity Name: EscapePod_NewStart
# Mesh and class properties
Mesh: Misc/EscapePodPrefab
MeshDead: Misc/EscapePodDamagedPrefab
ModelType: Custom
Prefab: EscapePod
EntityType: EscapePod
Class: EscapePod
Parent: SV
MaxHealth: 1
TimeStayAfterDeath: 2000
IsEnemy: false
# LootListOnDeath: 35
MapIcon: map_EscapePod
HudInfo: false
AllowUserInstantiate: false
}
# CONSTRUCTION DRONE
{ Entity Name: PlayerDrone
EntityType: PlayerDrone
Mesh: Misc/PlayerDroneV2Prefab
ModelType: Custom
Prefab: PlayerDrone
Class: PlayerDrone
Parent: SV
SurfaceCategory: metal
MaxHealth: 50
TimeStayAfterDeath: 0
AllowUserInstantiate: false
XpFactor: 0
# Explosion on death
BlastParticleIndex: 9
BlastRadius: 2
}
# MOTORBIKE
{ Entity Name: PlayerBike
EntityType: PlayerBike
Mesh: Misc/PlayerBikePrefab
# Mesh: Misc/HoverBikePrefab
ModelType: Custom
Prefab: PlayerBike
Class: PlayerBike
Parent: PlayerBike
SurfaceCategory: metal
MaxHealth: 50
TimeStayAfterDeath: 0
MapIcon: map_PlayerBike
HudInfo: false
XpFactor: 0
# Explosion on death
BlastParticleIndex: 9
BlastRadius: 2
AllowUserInstantiate: false
ItemOnPickup: PlayerBike
DropInventoryItem: PlayerBike # after 5 minutes the bike will turn into this item
}
# Not used any more. Only used shortly in A6.1. Remove as soon as we do a savegame break!
{ Entity Name: PlayerBikeFolded
EntityType: PlayerBikeFolded
# Mesh and class properties
Mesh: Misc/PlayerBikeFoldedPrefab
BlockColor: "0,100,255"
ModelType: Custom
Prefab: Backpack
Class: Backpack
Parent: Backpack
#property name=AvatarController value=Enemy #/
TimeStayAfterDeath: 1500
AllowUserInstantiate: false
IsEnemy: false
LootListOnDeath: 11
MapIcon: map_PlayerBike
}
# HOVER VESSEL
{ Entity Name: HV_Player
EntityType: HV
ModelType: ChunkClusterSV, param1: HV_Player, param2: 8
Prefab: SV # determines the PEntity prefab that is used
Class: ShipHV
UseProxy: true
Parent: HV
MaxHealth: 20000
ViewAngle: 180
Weight: 70
TimeStayAfterDeath: 1.5
MapIcon: map_GV
IsEnemy: false
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
# Explosion on death
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
# SMALL VESSELS
{ Entity Name: SV_Player
EntityType: SV
ModelType: ChunkClusterSV, param1: SV_Player, param2: 8
Prefab: SV
Class: ShipSV
UseProxy: true
Parent: SV
MaxHealth: 20000
ViewAngle: 180
Weight: 70
TimeStayAfterDeath: 1.5
MapIcon: map_SS
IsEnemy: false
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
# Explosion on death
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
# CAPITAL VESSELS
{ Entity Name: CV_Player
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_Player, param2: 2
Prefab: CV
Class: ShipCV
UseProxy: true
Parent: CV
Faction: Player
MapIcon: map_MS
IsEnemy: false
MaxHealth: 20000
ViewAngle: 180
Weight: 70
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
# Explosion on death
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
{ Entity Name: CV_Player_M
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_Player, param2: 4
Prefab: CV
Class: ShipCV
UseProxy: true
Parent: CV
Faction: Player
MapIcon: map_MS
IsEnemy: false
MaxHealth: 20000
ViewAngle: 180
Weight: 70
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
# Explosion on death
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
{ Entity Name: CV_Player_S
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_Player, param2: 8
Prefab: CV
Class: ShipCV
UseProxy: true
Parent: CV
Faction: Player
MapIcon: map_MS
IsEnemy: false
MaxHealth: 20000
ViewAngle: 180
Weight: 70
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
# Explosion on death
BlastParticleIndex: 1
BlastRadius: 3
AllowUserInstantiate: false
}
{ Entity Name: CV_ClusterDrone
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_SpaceCarrier, param2: 2
Prefab: CV
Class: ClusterDrone
UseProxy: true
Parent: CV
Faction: Zirax
IsEnemy: true
DroneType: ClusterDrone
MaxHealth: 20000
ViewAngle: 360
ViewRange: 1500
Weight: 70
# Explosion on death
BlastParticleIndex: 0
BlastRadius: 0
# AI properties
#AITask-1: DroneAttackTarget
AITask-1: DronePathPatrol
AITask-2: DroneRangePatrol
#AITarget-1: EntitiesAround, param1: "Player,BA,SV,HV,CV"
#AITarget-1: PlanetVesselDetection, param1: "Player,BA,SV,HV,CV"
# MapIcon: map_EnemyEntityDot
MapIcon: map_MS
AllowUserInstantiate: false
}
{ Entity Name: Freighter_ClassI, Ref: CV_ClusterDrone
ModelType: ChunkClusterCV, param1: CV_Freighter_ClassI, param2: 2
}
# BASES
# PLAYER FACTION
# Planetary Bases
{ Entity Name: BA_Player
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: false
Faction: Player
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
AllowUserInstantiate: false
MapIcon: map_Base3
}
# BASES
# PLAYER FACTION
# Planetary Bases
{ Entity Name: BA_Player_M
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 4
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: false
Faction: Player
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
AllowUserInstantiate: false
MapIcon: map_Base3
}
{ Entity Name: BA_Player_S
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 8
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: false
Faction: Player
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
AllowUserInstantiate: false
MapIcon: map_Base3
}
# ADMIN FACTION
# Used for fixed POIs in orbit
{ Entity Name: BA_Admin
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: false
Faction: Admin
AITask-1: TurretFindBestTarget
AITarget-1: EntitiesAround
AllowUserInstantiate: false
MapIcon: map_arrow
}
# ALIEN FACTION
{ Entity Name: CV_Alien
EntityType: CV
ModelType: ChunkClusterCV, param1: CV_Alien, param2: 2
Prefab: CV
Class: ShipCV
UseProxy: true
Parent: CV
IsEnemy: true
Faction: Zirax
AITask-1: TurretFindBestTarget, param1: true # param1: if set to true just attack nearest without considering faction
AITarget-1: EntitiesAround, param1: "Player,SV,CV,HV,BA,PlayerDrone" # param1 can override the factions that are set in the turrets
AllowUserInstantiate: false
MapIcon: map_POI
POIType: POI
}
{ Entity Name: BA_POI_New
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Player, param2: 2
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
# IsEnemy: true
# Faction: Zirax
AITask-1: TurretFindBestTarget, param1: true # param1: if set to true just attack nearest without considering faction
AITarget-1: EntitiesAround, param1: "Player,SV,CV,HV,BA,PlayerDrone" # param1 can override the factions that are set in the turrets
AllowUserInstantiate: false
MapIcon: map_POI
POIType: POI # controls if object can be discovered and is only relevant for map object handling
}
{ Entity Name: BA_Alien
EntityType: BA
ModelType: ChunkClusterBase, param1: BA_Alien, param2: 2
Prefab: Base
Class: Base
UseProxy: true
Parent: Bases
IsEnemy: true
Faction: Zirax
AITask-1: TurretFindBestTarget, param1: true # param1: if set to true just attack nearest without considering faction
AITarget-1: EntitiesAround, param1: "Player,SV,CV,HV,BA,PlayerDrone" # param1 can override the factions that are set in the turrets
AllowUserInstantiate: false
MapIcon: map_POI
POIType: POI
}
# AI Planetary Bases
{ Entity Name: BA_ClusterDrone, Ref: BA_POI_New
Class: BaseClusterDrone
ModelType: ChunkClusterBase, param1: BA_PF7, param2: 2
UseProxy: false
}
# MISC
# Entity that is temporarily spawned when a player attaches to a turret
{ Entity Name: Turret_PlayerAttach
EntityType: Turret
ModelType: Custom
Prefab: Turret
Class: TurretManual
Parent: Turrets
IsEnemy: false
#property name=AITask-1 value=TurretAimTarget />
#AITask-2: TurretAttackTarget
#<property name=AITarget-1 value=Faction --- Factions can be set in control panel
#property name=MaxHealth value=500 NOT USED, BLOCK DAMAGE IS USED INSTEAD
ViewAngle: 360
ViewRange: 1000
Weight: 70
TimeStayAfterDeath: 1
AllowUserInstantiate: false
}
# Entity that is temporarely spawned when an enemy base discovers a player nearby
{ Entity Name: Turret_Enemy
Faction: Zirax
ModelType: Custom
Prefab: Turret
Class: TurretAuto
Parent: Turrets
AITask-1: TurretAimTarget
AITask-2: TurretAttackTarget
AITarget-1: Entity, param1: Player
AITarget-2: Entity500m, param1: "SV,HV,CV,BA"
IsEnemy: true
ViewAngle: 360
ViewRange: 750
Weight: 70
TimeStayAfterDeath: 1
AllowUserInstantiate: false
}
# Asteroids
# 3d model Small Asteroids - Decorative
{ Entity Name: Asteroid_01
EntityType: Asteroid
ModelType: Custom
Mesh: Asteroids/Small/Asteroid-001
Prefab: Asteroid
Class: Asteroid
Parent: Asteroids
IsEnemy: false
MaxHealth: 3000
ViewAngle: 180
Weight: 70
ParticleOnDeath: asteroid_explosion
TimeStayAfterDeath: 0.1
AllowUserInstantiate: false
}
{ Entity Name: Asteroid_02, Ref: Asteroid_01
Mesh: Asteroids/Small/Asteroid-002
}
{ Entity Name: Asteroid_03, Ref: Asteroid_01
Mesh: Asteroids/Small/Asteroid-003
}
# 3d model Resource Asteroids
{ Entity Name: AsteroidIron
EntityType: AstRes
Mesh: Asteroids/Resources/AsteroidIronPrefab
Prefab: AsteroidResource
Class: AsteroidResource
Parent: Asteroids
IsEnemy: false
MaxHealth: 1500
ViewAngle: 180
Weight: 70
XpFactor: 0
ParticleOnDeath: asteroid_explosion
TimeStayAfterDeath: 0.1
AsteroidBlockValueType: IronResource
MapIcon: map_IronResource
AllowUserInstantiate: false
}
{ Entity Name: AsteroidCopper, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidCopperPrefab
AsteroidBlockValueType: CopperResource
MapIcon: map_CopperResource
}
{ Entity Name: AsteroidPromethium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidPromethiumPrefab
AsteroidBlockValueType: PromethiumResource
MapIcon: map_PromethiumResource
}
{ Entity Name: AsteroidSilicon, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidSiliconPrefab
AsteroidBlockValueType: SiliconResource
MapIcon: map_SiliconResource
}
{ Entity Name: AsteroidNeodymium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidNeodymiumPrefab
AsteroidBlockValueType: NeodymiumResource
MapIcon: map_NeodymiumResource
}
{ Entity Name: AsteroidMagnesium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidMagnesiumPrefab
AsteroidBlockValueType: MagnesiumResource
MapIcon: map_MagnesiumResource
}
{ Entity Name: AsteroidCobalt, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidCobaltPrefab
AsteroidBlockValueType: CobaltResource
MapIcon: map_CobaltResource
}
{ Entity Name: AsteroidErestrum, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidErestrumPrefab
AsteroidBlockValueType: ErestrumResource
MapIcon: map_ErestrumResource
}
{ Entity Name: AsteroidSathium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidSathiumPrefab
AsteroidBlockValueType: SathiumResource
MapIcon: map_SathiumResource
}
{ Entity Name: AsteroidZascosium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidZascosiumPrefab
AsteroidBlockValueType: ZascosiumResource
MapIcon: map_ZascosiumResource
}
{ Entity Name: AsteroidGold, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidGoldPrefab
AsteroidBlockValueType: GoldResource
MapIcon: map_GoldResource
}
{ Entity Name: AsteroidPentaxid, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidPentaxidPrefab
AsteroidBlockValueType: PentaxidResource
MapIcon: map_PentaxidResource
}
{ Entity Name: AsteroidIce, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidIcePrefab
AsteroidBlockValueType: IceResource
MapIcon: map_IceResource
}
{ Entity Name: AsteroidTitan, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidTitanPrefab
AsteroidBlockValueType: TitanResource
MapIcon: map_TitanResource
}
{ Entity Name: AsteroidPlatin, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidPlatinPrefab
AsteroidBlockValueType: PlatinResource
MapIcon: map_PlatinResource
}
{ Entity Name: AsteroidAluminium, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidAluminiumPrefab
AsteroidBlockValueType: AluminiumResource
MapIcon: map_AluminiumResource
}
{ Entity Name: AsteroidCarbon, Ref: AsteroidIron
Mesh: Asteroids/Resources/AsteroidCarbonPrefab
AsteroidBlockValueType: CarbonResource
MapIcon: map_CarbonResource
}
# 3d Model Underground Resources
{ Entity Name: IronResource
EntityType: UnderRes
Mesh: Asteroids/Resources/IronResourcePrefab
Prefab: UndergroundResource
Class: UndergroundResource
Parent: Resources
IsEnemy: false
MaxHealth: 5000
ViewAngle: 180
Weight: 70
XpFactor: 0
ParticleOnDeath: resource_explosion
TimeStayAfterDeath: 0.1
AsteroidBlockValueType: IronResource
AllowUserInstantiate: false
}
{ Entity Name: CopperResource, Ref: IronResource
Mesh: Asteroids/Resources/CopperResourcePrefab
AsteroidBlockValueType: CopperResource
}
{ Entity Name: PromethiumResource, Ref: IronResource
Mesh: Asteroids/Resources/PromethiumResourcePrefab
AsteroidBlockValueType: PromethiumResource
}
{ Entity Name: SiliconResource, Ref: IronResource
Mesh: Asteroids/Resources/SiliconResourcePrefab
AsteroidBlockValueType: SiliconResource
}
{ Entity Name: NeodymiumResource, Ref: IronResource
Mesh: Asteroids/Resources/NeodymiumResourcePrefab
AsteroidBlockValueType: NeodymiumResource
}
{ Entity Name: MagnesiumResource, Ref: IronResource
Mesh: Asteroids/Resources/MagnesiumResourcePrefab
AsteroidBlockValueType: MagnesiumResource
}
{ Entity Name: CobaltResource, Ref: IronResource
Mesh: Asteroids/Resources/CobaltResourcePrefab
AsteroidBlockValueType: CobaltResource
}
{ Entity Name: ErestrumResource, Ref: IronResource
Mesh: Asteroids/Resources/ErestrumResourcePrefab
AsteroidBlockValueType: ErestrumResource
}
{ Entity Name: SathiumResource, Ref: IronResource
Mesh: Asteroids/Resources/SathiumResourcePrefab
AsteroidBlockValueType: SathiumResource
}
{ Entity Name: ZascosiumResource, Ref: IronResource
Mesh: Asteroids/Resources/ZascosiumResourcePrefab
AsteroidBlockValueType: ZascosiumResource
}
{ Entity Name:GoldResource, Ref: IronResource
Mesh: Asteroids/Resources/GoldResourcePrefab
AsteroidBlockValueType: GoldResource
}
{ Entity Name: PentaxidResource, Ref: IronResource
Mesh: Asteroids/Resources/PentaxidResourcePrefab
AsteroidBlockValueType: PentaxidResource
}
{ Entity Name: IceResource, Ref: IronResource
Mesh: Asteroids/Resources/IceResourcePrefab
AsteroidBlockValueType: IceResource
}
{ Entity Name: TitanResource, Ref: IronResource
Mesh: Asteroids/Resources/TitanResourcePrefab
AsteroidBlockValueType: TitanResource
}
{ Entity Name: PlatinResource, Ref: IronResource
Mesh: Asteroids/Resources/PlatinResourcePrefab
AsteroidBlockValueType: PlatinResource
}
{ Entity Name: AluminiumResource, Ref: IronResource
Mesh: Asteroids/Resources/AluminiumResourcePrefab
AsteroidBlockValueType: AluminiumResource
}
{ Entity Name: CarbonResource, Ref: IronResource
Mesh: Asteroids/Resources/CarbonResourcePrefab
AsteroidBlockValueType: CarbonResource
}
# Asteroid Field
# Many asteroids in small area
{ Entity Name: AsteroidField
ModelType: Custom
Mesh: Asteroids/Large/AsteroidFieldPrefab
Mesh2: Asteroids/Large/AsteroidFieldPrefab
Mesh3: Asteroids/Large/AsteroidFieldPrefab
Mesh4: Asteroids/Large/AsteroidFieldPrefab
Mesh5: Asteroids/Large/AsteroidFieldPrefab
Prefab: AsteroidFieldStatic
Class: AsteroidField
Parent: Asteroids
# This decides on the particle effect played on hit
SurfaceCategory: stone
IsEnemy: false
MaxHealth: 100
ViewAngle: 180
Weight: 70
ParticleOnDeath: asteroid_explosion
TimeStayAfterDeath: 0.1
AllowUserInstantiate: false
}
# Many asteroids in small area with excluded part
{ Entity Name: AsteroidFieldRectangle2, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldRectangle2Prefab
}
# Asteroid rings. Please don't use this around planets any more...
{ Entity Name: AsteroidFieldRing, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
Mesh2: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
Mesh3: Asteroids/Large/AsteroidFieldRingPrefab_dynamic
Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab_dynamic
Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab_dynamic
# Mesh: Asteroids/Large/AsteroidFieldRingPrefab
# Mesh2: Asteroids/Large/AsteroidFieldRingPrefab
# Mesh3: Asteroids/Large/AsteroidFieldRingPrefab
# Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab
# Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab
}
# Asteroid rings around planets: ...please use this instead if you need a ring around a planet.
{ Entity Name: AsteroidRingPlanet, Ref: AsteroidField
Class: AsteroidRingPlanet
EntityType: AstRingPlanet
}
# Asteroid rings
{ Entity Name: AsteroidFieldRingOld, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldRingPrefab
Mesh2: Asteroids/Large/AsteroidFieldRingPrefab
Mesh3: Asteroids/Large/AsteroidFieldRingPrefab
Mesh4: Asteroids/Large/AsteroidFieldRingClass4Prefab
Mesh5: Asteroids/Large/AsteroidFieldRingClass5Prefab
}
# Asteroids scattered in whole space area (in middle no asteroids)
{ Entity Name: AsteroidFieldBoxExclude, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldBoxExcludePrefab
Mesh2: Asteroids/Large/AsteroidFieldBoxExcludePrefab
Mesh3: Asteroids/Large/AsteroidFieldBoxExcludePrefab
Mesh4: Asteroids/Large/AsteroidFieldBoxExcludeClass4Prefab
Mesh5: Asteroids/Large/AsteroidFieldBoxExcludeClass5Prefab
}
# Few asteroids scattered in whole space area (in middle no asteroids)
{ Entity Name: AsteroidFieldFewBoxExclude, Ref: AsteroidField
Mesh: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
Mesh2: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
Mesh3: Asteroids/Large/AsteroidFieldFewBoxExcludePrefab
Mesh4: Asteroids/Large/AsteroidFieldFewBoxExcludeClass4Prefab
Mesh5: Asteroids/Large/AsteroidFieldFewBoxExcludeClass5Prefab
}
# ==============================================================
# Voxel Asteroid Prefabs
# Voxel01 contains 4637 resource blocks => on average 4637 *0.2 *3 = 2782 ores