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Vollständige Auflistung der konfigurierbaren Parameter für Spielobjekte die einerseits in unserem Dateiformat gespeichert werden soll und andererseits in ein komponentenbasiertes Entity-Design abgebildet.
Entity testEntity
{ renderable = "test object renderable" //(string)// entityName = "test object" //(string)// maxHealth = 30.0 //(float)// regenSpeed = 4.0 //(float)// armorType = "test object armor" //(string)// buildTime = 90.5 //(float)// destructible = true //(bool)// vulnerable = true //(bool)// wreckageFadeTime = 15.5 //(float)// targetSelectionRange = 600 //(float)// targetMovementBuffer = 200 //(float)// fixedYaw = false //(bool)// editorPlaceable = true //(bool)// editorCategory = "Test Objects" //(string)// moveSpeed = 270 //(float)// turnSpeed = 180 //(float)// abilities = ("radar", "repair") //(list of string)// collisionRadius = 5.5 //(float)// wreckageCollisionRadius = 0.0 //(float)// interfaceRenderable = "test object interface renderable" //(string)// canProduce = ("grunt", "psycho", "rocket") //(list of string)// numTurrets = 2 (int) turretPos = ((2.0, 4.0, 5.0), (4.0, 4.0, 5.0)) //(list of vector3)// allowedTurrets = ("turret rocket", "turret gatling") //(list of string)// spawnPos = (1.0, 0.0, 2.0) //(vector3)// exitPos = (3.0, 0.0, 2.0) //(vector3)// gateOpeningTime = 2.5 //(float)// hasDriver = true //(bool)// driverVisible = true //(bool)// hasHatch = true //(bool)// allowedDrivers = ("grunt", "sniper", "laser") //(list of string)// passengersVisible = true //(bool)// numPassengers = 3 //(int)// passengerPos = ((1.0, 2.0, 3.0), (2.0, 1.0, 1.0), (2.4, 3.4, 1.3)) //(list of vector3)// allowedPassengers = ("grunt", "sniper", "laser") //(list of string)// passengersShoot = true //(bool)// Cannon cannon1 { isIntegrated = false //(bool)// anchorPoint = (1.0, 2.0, 1.0) //(vector3)// anchorAxis = (0.0, 1.0, 0.0) //(vector3)// exitPoint = (2.0, 2.0, 1.0) //(vector3)// horzTurnSpeed = 80 //(float)// horzMaxAngle = 150 //(float)// vertTurnSpeed = 50 //(float)// vertMaxAngle = 40 //(float)// projectileRenderable = "test projectile" //(string)// projectileSpeed = 1200 //(float)// hitEffect = "test hit effect" //(string)// barrelEffect = "test barrel effect" //(string)// firingAngle = 45 //(float)// steeringProjectile = true //(bool)// damage = (15+1d3, 10+1d2, 5) //(list of damage w. dice)// damageRadius = (3, 10, 15) //(list of float)// shootDelay = 2.1 //(float)// shotDuration = 0.85 //(float)// missileExitTime = 0.5 //(float)// allowedTargets = ("robot", "tank", "building") //(list of string)// } Cannon cannon2 { isIntegrated = true exitPoint = (3.0, 2.0, 1.0) projectileSpeed = 0 hitEffect = "test hit effect 2" barrelEffect = "test barrel effect 2" firingAngle = 0 damage = (4) damageRadius = (0) shootDelay = 2.1 shotDuration = 0.55 missileExitTime = 0.2 allowedTargets = ("robot") } }