ZBarrier Asset: Difference between revisions

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Created page with "__NOTOC__ Category:Assets Category:BO2 The zbarrier asset is a new asset to Black Ops 2 and as of yet is the only game it has appeared in. It is used to store informat..."
 
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[[Category:Assets]]
[[Category:Assets]]
[[Category:BO2]]
[[Category:BO2]]
The zbarrier asset is a new asset to Black Ops 2 and as of yet is the only game it has appeared in. It is used to store information on the zombie barriers used to block windows and such in Zombie mode. Zbarrier assets are used by the mapents as a base for barriers around the map.
[[Category:BO3]]
The zbarrier asset is a new asset to Black Ops 2 and reappeared in Black Ops 3. It is used to store information on the zombie barriers used to block windows and such in Zombie mode. Zbarrier assets are used by the mapents as a base for barriers around the map.
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
struct ZBoard
struct ZBarrierBoard
{
{
   XModel * boardModel;
   XModel *pBoardModel;
   XModel * alternateBoardModel;
   XModel *pAlternateBoardModel;
   XModel * upgradedBoardModel;
   XModel *pUpgradedBoardModel;
   const char * tearAnim;
   const char *pTearAnim;
   const char * boardAnim;
   const char *pBoardAnim;
   FxEffectDef * repairFx[2];
   FxEffectDef * repairEffect[2];
   float OffsetRepairFx[2][3];
   vec3_t repairEffectOffset[2];
   int boardRepairSound;
   unsigned int boardRepairSound;
   int boardRepairHoverSound;
   unsigned int boardRepairHoverSound;
   int pauseAndRepeatBoardRepairSound;
   unsigned int pauseAndRepeatRepairSound;
   float pauseBetweenRepSoundsMin;
   float pauseBetweenRepSoundsMin;
   float pauseBetweenRepSoundsMax;
   float pauseBetweenRepSoundsMax;
   ScriptString zombieBoardTearAnimState;
   ScriptString zombieBoardTearStateName;
   ScriptString zombieBoardTearAnimSubState;
   ScriptString zombieBoardTearSubStateName;
   int proBoardNumRepsToTear;
   unsigned int numRepsToPullProBoard;
};
};


struct ZBarrier
struct ZBarrierDef
{
{
   const char *name;
   const char *name;
   int generalRepairSound[2];
   unsigned int generalRepairSound[2];
   int upgradedGeneralRepairSound[2];
   unsigned int upgradedGeneralRepairSound[2];
   int useDelayBetweenGeneralRepSounds;
   unsigned int useDelayBetweenGeneralRepSounds;
   float delayBetweenGeneralRepSounds;
   float delayBetweenGeneralRepSounds;
   int earthquakeOnRepair;
   unsigned int earthquakeOnRepair;
   float earthquakeMinScale;
   float earthquakeMinScale;
   float earthquakeMaxScale;
   float earthquakeMaxScale;
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   float earthquakeMaxDuration;
   float earthquakeMaxDuration;
   float earthquakeRadius;
   float earthquakeRadius;
      int unknown;
  int numBoardsInBarrier;
   int autoHideOpenPieces;
   unsigned int autoHideOpenPieces;
   int taunts;
   unsigned int taunts;
   int reachThroughAttacks;
   unsigned int reachThroughAttacks;
   ScriptString zombieTauntAnimState;
   ScriptString zombieTauntAnimState;
   ScriptString zombieReachThroughAnimState;
   ScriptString zombieReachThroughAnimState;
   int numAttackSlots;
   int numAttackSlots;
   float attackSpotHorzOffset;
   float attackSpotHorzOffset;
   ZBoard boards[6];
#ifdef BO3
   XModel * collisionModel;
#endif
  ZBarrierBoard boards[6];
};
};
</syntaxhighlight>
</syntaxhighlight>

Latest revision as of 06:58, 31 October 2015

The zbarrier asset is a new asset to Black Ops 2 and reappeared in Black Ops 3. It is used to store information on the zombie barriers used to block windows and such in Zombie mode. Zbarrier assets are used by the mapents as a base for barriers around the map.

struct ZBarrierBoard
{
  XModel *pBoardModel;
  XModel *pAlternateBoardModel;
  XModel *pUpgradedBoardModel;
  const char *pTearAnim;
  const char *pBoardAnim;
  FxEffectDef * repairEffect[2];
  vec3_t repairEffectOffset[2];
  unsigned int boardRepairSound;
  unsigned int boardRepairHoverSound;
  unsigned int pauseAndRepeatRepairSound;
  float pauseBetweenRepSoundsMin;
  float pauseBetweenRepSoundsMax;
  ScriptString zombieBoardTearStateName;
  ScriptString zombieBoardTearSubStateName;
  unsigned int numRepsToPullProBoard;
};

struct ZBarrierDef
{
  const char *name;
  unsigned int generalRepairSound[2];
  unsigned int upgradedGeneralRepairSound[2];
  unsigned int useDelayBetweenGeneralRepSounds;
  float delayBetweenGeneralRepSounds;
  unsigned int earthquakeOnRepair;
  float earthquakeMinScale;
  float earthquakeMaxScale;
  float earthquakeMinDuration;
  float earthquakeMaxDuration;
  float earthquakeRadius;
  int numBoardsInBarrier;
  unsigned int autoHideOpenPieces;
  unsigned int taunts;
  unsigned int reachThroughAttacks;
  ScriptString zombieTauntAnimState;
  ScriptString zombieReachThroughAnimState;
  int numAttackSlots;
  float attackSpotHorzOffset;
#ifdef BO3
  XModel * collisionModel;
#endif
  ZBarrierBoard boards[6];
};

Source Format

The source format for zbarriers is currently unknown, however there are 2 suspects. Either way, the most likely path for zbarriers is at "raw/zbarrier/". The first format is similar to other assets by using a raw text files with no extension, with each setting name and value separated by a back-slash. The first setting identifies the file, and for zbarrier the identifier string is most likely "BARRIER". The other possible format is a format similar to the one found in the mapents asset.

{
"type" "zmcore_BasicWoodBarrier_hide_pieces"
"barrieranimtime" "0"
"showalternatemodel" "0"
"showupgradedmodel" "0"
"zbarriernumboards" "6"
"zbarrierboardmodel1" "p6_anim_zm_barricade_board_01"
"zbarrierupgradedboardmodel1" "p6_anim_zm_barricade_board_01_upgrade"
"zbarriertearanim1" "o_zombie_board_1_pull"
"zbarrierboardanim1" "o_zombie_board_1_repair"
"zbarrierboardmodel2" "p6_anim_zm_barricade_board_02"
"zbarrierupgradedboardmodel2" "p6_anim_zm_barricade_board_02_upgrade"
"zbarriertearanim2" "o_zombie_board_2_pull"
"zbarrierboardanim2" "o_zombie_board_2_repair"
"zbarrierboardmodel3" "p6_anim_zm_barricade_board_03"
"zbarrierupgradedboardmodel3" "p6_anim_zm_barricade_board_03_upgrade"
"zbarriertearanim3" "o_zombie_board_3_pull"
"zbarrierboardanim3" "o_zombie_board_3_repair"
"zbarrierboardmodel4" "p6_anim_zm_barricade_board_04"
"zbarrierupgradedboardmodel4" "p6_anim_zm_barricade_board_04_upgrade"
"zbarriertearanim4" "o_zombie_board_4_pull"
"zbarrierboardanim4" "o_zombie_board_4_repair"
"zbarrierboardmodel5" "p6_anim_zm_barricade_board_05"
"zbarrierupgradedboardmodel5" "p6_anim_zm_barricade_board_05_upgrade"
"zbarriertearanim5" "o_zombie_board_5_pull"
"zbarrierboardanim5" "o_zombie_board_5_repair"
"zbarrierboardmodel6" "p6_anim_zm_barricade_board_06"
"zbarrierupgradedboardmodel6" "p6_anim_zm_barricade_board_06_upgrade"
"zbarriertearanim6" "o_zombie_board_6_pull"
"zbarrierboardanim6" "o_zombie_board_6_repair"
"classname" "zbarrier_zmcore_BasicWoodBarrier_hide_pieces"
}