Tutorial (Component File Format)
Component File Format
Component.txt
(standard text file)
Standard values
parameter | description |
name | name for the BotLab |
description | description for the BotLab |
dir | directory to find the gmf and preview |
preview | preview image for BotLab |
type | power, extenders, mechanics, mobility, weapons, extras |
base | C++ base class (for component's logic)
values: AirTank, Battery, BurstMotor, BurstPiston, Chassis, ControlBoard, ServoMotor, ServoPiston, SpinMotor, Weapon, Wheel |
model | GMF filename |
master | name of "master" rigid body primitive that attachment points are oriented toward, etc. |
passthru | name of display collision mesh (if any) that can pass through chassis |
attaching | name of display body that accepts attachments (for components with multiple parts) |
styles | Additional components of this kind
default style-name, filename.txt, short description, filename.txt, ... |
material() | name of material (damage scalar)
values: rubber, arenium, metal
Note: Wheels default to rubber |
contact | name of primitive object
For wheel traction zones only |
sort | integer value to determine the order of components in the botlab; low to high (default is zero); sorted first by this value, then by name of component. |
hitpoints | component's undamaged hitpoint value (integer) |
fracture | damage amount (float) that will cause this component to break off after it has 0 hitpoints (default is 0 -- ie, does not fracture) |
hidden | "true" or "false" (default) to hide this component from the user |
Power values
elecMaxInOutRate |
amount of electrical power produced or used (+ means produced, - means used) |
airMaxInOutRate |
amount of air power produced or used (+ means produced, - means used) |
electotal | starting amount of total electric power for an electric generator (battery) |
airtotal | starting amount of total air power for an air generator (airtank) |
Sound values
damagesounds | comma-separated pathnames for sounds that will play when component is damaged |
runsequence | 2 or 3 comma-separated pathnames for sounds that should play sequentially (start sound, looping sound, stop sound) when a servomotor or servopiston is running |
motorsound | pathname of sound that a spinmotor should play when running |
firesound | pathname of sound to be played when a burst motor or piston is fired |
attachsound | pathname of sound to be played when a component is attached in the botlab |
Miscellaneous values
prismatic | name of body, name of slider, (body's slide vector) x, y, z, start limit, end limit, artificial tensor scale
only works for Pistons
tensor scale: sets attachment's inertia tensor to the base object's scaled by this amount; set to 0 to leave tensor unchanged |
Motors and Pistons
power | max_velocity gain
(separated by spaces)
motor defaults: 5.0 1.0
piston defaults: 1.0 60.0 |
burst | force max_velocity gain
force to apply once; max velocity and gain to use briefly (uses normal motor power to retract)
burst motor only
defaults: 300 20.0 2.0 |
Car Steering
Wheels
resistance | Tire resistance(affects maximum speed and turning angle)
Default Value: 120.0
Note: As values are decreased, the turning angle for the bot will become wider |
grip | The amount of grip the tire has during turning
Default Value: 0.05
Decreasing the grip will cause the bot to slide more during and coming out of turns |
Weapons
normal | local direction in which this weapon does damage
bidirectional x y z x y z
bidirectional: normals damage in both directions
second normal is optional
if no damaging normal is entered, weapon defaults to damage in all directions |
decal | graphic this weapon will apply to opponent chassis
filename rx ry rz sx sy type
rx ry rz: right-vector of weapon, so decal has correct orientation
sx sy: size of decal
type: 0 = alpha, 1 = additive |
|