Quote: "How do you change the physical force damage value in-side of an FPE file?"
;Physics
physics = 1 to turn physics on entity, 0 for off ???
phyweight = X - X equals weight of the physical properties of the entity
phyfriction = X - X equals sets the friction delta of the physical properties of the entity
explodable = X - 1 to explode, 0 not to explode
noragdoll = X - 1 not ragdoll compatible, 0 ragdoll compatible?
nothrowscript = ???
alwaysactive = X - 1 for yes, 0 for no
If you want the entire resource listing of an FPE, it is below.
FPE file descriptions:
;AI
aiinit = [filepath] - the appear script
aimain = [filepath] - the main script
aidestroy = [filepath] - the destroy script
aishoot = [filepath] - the shoot script
soundset = [filepath] - the entities soundest or male, female, robot, etc… for characters
soundset1 = [filepath] - the enities soundset 2 (used for enities like doors)
;AI automated
usekey = X - X equals the name of the entity that has to be collected by the player to use the entity (ex: key needs to be collected to use a locked door)
ifused = X - X equals the name of the entity to be activated if player walks upto and uses this entity (ex: Switch opens a door)
ifusednear = X - X equals ???
;Spawn
spawnmax = X - X equals maximum number of times the entity can be spawned
spawndelay = X - X equals delay before spawn ???
spawnqty = X - X equals quantity of entities to spawn
; orientation
model = X - X equals model or path to model with model file place at the end (ex. meshbank\random\box1.x)
offx = X - X equals the x offset
offy = X - X equals the y offset
offz = X - X equals the z offset
rotx = X - X equals rotation angle around x
roty = X - X equals rotation angle around y
rotz = X - X equals rotation angle around z
scale = X - X equals size the model up or down (100 = original size)
fixnewy = X - X equals 0-360 degrees (used if model orientation is facing wrong direction)
raisefactor = - X equals # where # is the amount to raise
forwardfacing = X - 1 for forwardfacing, 0 for no forwardfacing (used mainly for wall entities)
defaultheight = X - X = units high when placed in the editor (ex. wall items are set to 50 to raise them up to height) (different from offy)
defaultstatic = X - 1 for static, 0 for dynamic
collisionmode = X - 0-box, 1-polygons, 2-reduced, 3-cylinder, 4-sphere
materialindex = X - 0-soft, 1-stone, 2-metal, 3-wood, 4-glass, 5-liquid, 6-cloth
debrisshape = X - 0-no debris (default), 1,2,4-7 crates (see stock crates to determine the best one), 3,8 barrels (check with cylinderb and cylinderf to determine best) (used by crates and barrels)
;Physics
physics = 1 to turn physics on entity, 0 for off ???
phyweight = X - X equals weight of the physical properties of the entity
phyfriction = X - X equals sets the friction delta of the physical properties of the entity
explodable = X - 1 to explode, 0 not to explode
noragdoll = X - 1 not ragdoll compatible, 0 ragdoll compatible?
nothrowscript = ??? (have not used this yet)
alwaysactive = X - 1 for yes, 0 for no
;View Cone
coneheight = X - X equals how high the entity can see
coneangle = X - X equals angle of view cone
;visualinfo
texturepath = X - path to texture (not need if texture is with entity)
textured = X - texture name (can also contain the texture path)
texturealtd = X - alternate texture (a second texture)
effect = X - path and name of effect (ex. effectbank\bumpbone\bumpbone.fx)
transparency = X - 1 for transparency, 0 for no transparency
reducetexture = X - How much to divide the texture size by
castshadow = X - 1 for yes, 0 for no
;identity details
strength = X - entity health
lives = X - entity lives
speed = X - entity speed
hurtfall = X - damage suffered from a fall
isimmobile = X - 1 for yes, 0 for no
isobjective = X - objective number
ischaracter = X - 1 for yes, 0 for no
cantakeweapon = X - 1 for yes, 0 for no
isweapon = X - path to the folder containing the gun model file under gamecore\guns (ex. ww2\colt45)
isequipment = X - similar to isweapon, but for FPG games not FPS games
isammo = X - 1 for yes, 0 for no
hasweapon = X - path to folder containing the gun model file under gamecore\guns (ex. ww2\colt45)
hasequipment = X - similar to hasweapon, but for FPG games not FPS games
ishealth = X - 1 for yes, 0 for no (health packs)
isflak = X - 1 for yes, 0 for no (grenades, launchers, anything that uses a flak model)
ismarker = X - 1 is player 2 is light, 3 is zone
markerindex = X - X equals ???
;Lights
lightcolor = X - color of light (see here: http://forum.thegamecreators.com/?m=forum_view&t=188054&b=21)
lightrange = X - X equals radius in units
lightoffsetup = X - X equals ???
lightoffsetz = X - X equals ???
;Trigger Zones
areax = X - X equals segments a zone streatches across x axis
areay = X - X equals segments a zone streatches across y axis (height)
areaz = X - X equals segments a zone streatches across z axis
;Decals for entity (not decal that you place in the editor and move around)
decalangle = X - X equals angle of decal
decaldist = X - X equals decal's distance
decaly = X - X equals Decal's Y placement
decalmax = X - X equals number of decals
;bodypartslimbinfo (1=head/2=body/3+4=armslr/5+6=legslr)
limbmax = X - X equals maxinum number of limbs
headlimbs = X,Y - X and Y equals the limbs that count as head limbs ???
;animation
animmax = X - X equals number of animation sequences
anim# = X,Y - # is animation number, X equals the start frame, Y equals the end frame
;ammo
quantity = X - X equals ammo quantity in clips (ex. 1 clip is 6 bullets quantity, so 3 clips would be 6x3 = 18 bullets)
;misc
footfallmax = X - X equals ???
(References inside entity profile)
%key
%light
%remote door
%teleporter in
%teleporter out
%lift
There's no problem that can't be solved without applying a little scripting.