.Dat Variables: Ground Objects
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.Dat Variables: Ground Objects
HTRADIUS 0m - collision calculation radius, render radius (visual 21x HTRADIUS, coarse 727x)
STRENGTH 0 - object health
MINIDAMG 0 - damage values below MINIDAMG do not reduce STRENGTH
MAXSPEED 0km/h - speed an object moves if allowed (there is no acceleration)
MAXROTAT 0deg - object turn rate (deg/s)
ANTIGRND TRUE - fires cannon at ground objects if true
HUGROUND TRUE - if true, follows elevation grids, will snap to ground if set in the air
CANFLOAT TRUE - if true, object follows the vertical position of motion paths
STYUPRIT TRUE - if true, stays in its placed orientation at all times
SPLYFUEL TRUE - supplies fuel to player/AI aircraft if true
SPLYAMMO TRUE - supplies weapon reloads to player/AI aircraft if true
NOSHADOW FALSE - render shadow if false, hide shadow if true
GAMEOBJE TRUE - if true or variable missing, object shows on radar, and has a target cross
VISLDAID VASI - sets the first SURF of the .dnm change face colour between red and white depending on angle
VORRANGE 0km - sets object as a VOR nav source with range #km
DISTMESR TRUE - enables distance to object display on the VOR instrument
CARRIER .../.../....acp - filepath to ACP file which defines the aircraft carrier configuration
CONSTHDG 90deg - rotates the object around the vertical axis at set degrees per second
CONSTBNK 90deg - sets default roll angle
NOGNDCOL TRUE - disable collision with player ground object
GRNDTYPE NAVYSHIP, TANK, or VEHICLE - haven't yet tested the effects of this
INITIGUN 0 - AA gun ammo
INITCANO 0 - A/G cannon ammo
INITISAM 0 - AA missile ammo
AIMROTAT 0deg - AA gun horizontal tracking rate (deg/s)
AIMPITCH 0deg - AA gun vertical tracking rate (deg/s)
GUNRANGE 0m - AA gun range
AAAMINPI 0deg - AA gun minimum vertical tracking angle
AAAMAXPI 0deg - AA gun maximum vertical tracking angle
MINAIMPI 0deg - alternate form of AAAMINPI
MAXAIMPI 0deg - alternate form of AAAMAXPI
AAAMOUNT 0m 0m 0m - coordinates the AA gun fires from
GUNPRECI 0.0deg - AA gun bullet spread
AAAINTVL 0.0sec - seconds between bullets
SYNCAASA TRUE - synchronize AA gun and SAM barrel angles
CANRANGE 0m - A/G cannon range
CANMINPI 0deg - cannon gun minimum vertical tracking angle
CANMAXPI 0deg - cannon maximum vertical tracking angle
CANMOUNT 0m 0m 0m - coordinates the cannon fires from
CANPOSIT 0m 0m 0m - alternate form of CANMOUNT
SAMRANGE 0m - SAM range
SAMMINPI 0deg - SAM minimum vertical tracking angle
SAMMAXPI 0deg - SAM maximum vertical tracking angle
SAMMOUNT 0m 0m 0m - coordinates the SAM fires from
USEAIMAT 0m 0m 0m - nonfunctional
SAMRLOAD 0 0 - SAM reload time (seconds), minimum and maximum
MSSLTYPE AIM9X - set which weapon the SAM fires (AIM9, AIM9X, AIM120, AGM64, RKT)
NMTURRET 1 - number of turrets
TURRETPO 0 0m 0m 0m 0deg 0deg 0deg - turret position (turret number) x y z, default angle x y z
TURRETPT 0 -90deg 0deg 0deg - turret pitch minimum, maximum, neutral position
TURRETHD 0 -180deg 180deg 0deg - turret heading minimum, maximum, neutral position
TURRETAM 0 0 - turret ammo
TURRETIV 0 60sec - seconds between bullets
TURRETNP 0 TURRET_PITCH - SURF name in the object's DNM for turret vertical axis
TURRETNH 0 TURRET_HEADING - SURF name in the object's DNM for turret horizontal axis
TURRETGD 0 TRUE - turret attacks ground objects
TURRETAR 0 TRUE - turret attacks aircraft
TURRETRG 0 0m - turret range, 0 to 20km
TURRETWP 0 RKT - turret weapon (AIM9, AIM9X, AIM120, AGM64, RKT)
TURRETPW 0 0 - turret gun power
TRACKAIR - tracker function: points AAA gun CLA at any aircraft
TARGTANY - related to tracker function
Player-controlled ground object variables
USERCTRL DRIVE GUN SAM - enables player control for moving, AA gun, and SAM
AAAGUNNR 0m 0m 0m - F1 viewpoint when AA gun selected
AAAOFFST 0m 0m 0m - F1 viewpoint offset relative to AAAGUNNR when AA gun selected
SAMGUNNR 0m 0m 0m - F1 viewpoint when SAM selected
SAMOFFST 0m 0m 0m - F1 viewpoint offset relative to SAMGUNNR when SAM selected
CANMOVON PAVED GROUND WATER - unused
COCKPITP 0m 0m 0m - F1 viewpoint when no weapon selected
EXCAMERA "PASSENGER_SEAT" 0m 0m 0m 0deg 0deg 0deg INSIDE - secondary F1 view "NAME" x y z, pointing x y z degrees
LOOKOFST 0m 0m 0m - F7/F8 view position
AAAPOSIT 0m 0m 0m - AA gun position relative to the object's 0, 0, 0 point. Can list two. More than two are ignored by YS
SAMPOSIT 0m 0m 0m - SAM position relative to the object's 0, 0, 0 point. Can list two. More than two are ignored by YS
MAXSPDRV 30km/h - maximum forward speed
MANESPD1 1km/h - turn rate increases from 0 to MAXROTAT at this speed
MANESPD2 60km/h - vehicle drifts with max steering input
MANESPD3 100km/h - vehicle drifts with minimum steering input
MAXACCEL 8km/h - acceleration rate
MAXAXLRV 8km/h - maximum reverse speed
MAXBRAKE 40km/h - braking deceleration rate
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Re: .Dat Variables: Ground Objects
Can this be expanded to show the data type and size limits of the variables?
eg: Pretty sure GUN is an unsigned short, so you can load a max of 65535 rounds.
Also BTW:
"EXCAMERA "PASSENGER_SEAT" 0m 0m 0m 0deg 0deg 0deg INSIDE - secondary F1 view "NAME" x y z, pointing x y z degrees"
YSF Convention for headings is "H P B" - Heading, Pitch, Bank.
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