Vehicle Asset (MW2): Difference between revisions

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__NOTOC__
__NOTOC__
[[Category:Assets]]
[[Category:Assets]]
[[Category:BO2]]
[[Category:MW2]]
The vehicle asset is a new asset on Modern Warfare 2 and has been on every Call of Duty game since except for Black Ops 1. The purpose of this asset is to declare vehicles, mostly used for killstreaks.
The vehicle asset is a new asset on Modern Warfare 2 and has been on every Call of Duty game since except for Black Ops 1. The purpose of this asset is to declare vehicles, mostly used for killstreaks.
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">

Revision as of 18:12, 14 January 2014

The vehicle asset is a new asset on Modern Warfare 2 and has been on every Call of Duty game since except for Black Ops 1. The purpose of this asset is to declare vehicles, mostly used for killstreaks.

enum VehicleTypes : int
{
  VEH_WHEELS_4 = 0x0,
  VEH_TANK = 0x1,
  VEH_PLANE = 0x2,
  VEH_BOAT = 0x3,
  VEH_ARTILLERY = 0x4,
  VEH_HELICOPTER = 0x5,
  VEH_SNOWMOBILE = 0x6,
  VEH_TYPE_MAX
};

enum VehicleAxles
{
  VEH_FRONT = 0x0,
  VEH_REAR = 0x1,
  VEH_ALL = 0x2,
  VEH_MAX
};

struct VehiclePhysics
{
  int physicsEnabled;
       const char *unknownString;
  PhysPreset *physicsPreset;
  const char *accelerationGraph;
  VehicleAxles steeringAxle;
  VehicleAxles powerAxle;
  VehicleAxles brakingAxle;
       float unknown;
  float reverseSpeed;
  float maxVelocity;
  float maxPitch;
  float maxRoll;
  float maxYaw;
  float suspensionTravelRear;
  float suspensionStrengthFront;
  float suspensionDampingFront;
  float suspensionStrengthRear;
  float suspensionDampingRear;
  float frictionBraking;
  float frictionCoasting;
  float frictionTopSpeed;
  float frictionSide;
  float frictionSideRear;
  float velocityDependentSlip;
  float rollStability;
  float rollResistance;
  float pitchResistance;
  float yawResistance;
  float uprightStrengthPitch;
  float uprightStrengthRoll;
  float targetAirPitch;
  float airYawTorque;
  float airPitchTorque;
  float minimumMomentumForCollision;
  float collisionLaunchForceScale;
  float wreckedMassScale;
  float wreckedBodyFriction;
  float minimumJoltForNotify;
  float slipThreshholdFront;
  float slipThreshholdRear;
  float slipFricScaleFront;
  float slipFricScaleRear;
  float slipFricRateFront;
  float slipFricRateRear;
  float slipYawTorque;
};

struct Vehicle
{
  char * name;
  VehicleTypes type;
  const char *useHintString;
  int health;
  int quadBarrel;
  float texureScrollScale;
  float maxSpeed;
  float accel;
  float rotRate;
  float rotAccel;
  float maxBodyPitch;
  float maxBodyRoll;
  float fakeBodyAccelPitch;
  float fakeBodyAccelRoll;
  float fakeBodyVelPitch;
  float fakeBodyVelRoll;
  float fakeBodySideVelPitch;
  float fakeBodySidePitchStrength;
  float fakeBodyRollStrength;
  float fakeBodyPitchDampening;
  float fakeBodyRollDampening;
  float fakeBodyBoatRockingAmplitude;
  float fakeBodyBoatRockingPeriod;
  float fakeBodyBoatRockingRotationPeriod;
  float fakeBodyBoatRockingFadeoutSpeed;
  float boatBouncingMinForce;
  float boatBouncingMaxForce;
  float boatBouncingRate;
  float boatBouncingFadeinSpeed;
  float boatBouncingFadeoutSteeringAngle;
  float collisionDamage;
  float collisionSpeed;
  float killcamZDist;
  float killcamBackDist;
  float killcamUpDist;
  int playerProtected;
  int bulletDamage;
  int armorPiercingDamage;
  int grenadeDamage;
  int projectileDamage;
  int projectileSplashDamage;
  int heavyExplosiveDamage;
  VehiclePhysics vehiclePhysics;
  float boostDuration;
  float boostRechargeTime;
  float boostAcceleration;
  float supensionTravel;
  float maxSteeringAngle;
  float steeringLerp;
  float minSteeringScale;
  float minSteeringSpeed;
  int camLookEnabled;
  float camLerp;
  float camPitchInfluence;
  float camRollInfluence;
  float camFovIncrease;
  float camFovOffset;
  float camFovSpeed;
       char * unknownString;
  WeaponVariantDef *turretWeapon;
  float turretHorizSpanLeft;
  float turretHorizSpanRight;
  float turretVertSpanUp;
  float turretVertSpanDown;
  float turretRotRate;
  snd_alias_list_name turretSpinSnd;
  snd_alias_list_name turretStopSnd;
  int trophyEnabled;
  float trophyRadius;
  float trophyInactiveRadius;
  int trophyAmmoCount;
  float trophyReloadTime;
  ScriptString *trophyTags;
       int unknown;
  Material *compassFriendlyIcon;
  Material *compassEnemyIcon;
  int compassIconWidth;
  int compassIconHeight;
  snd_alias_list_name lowIdleSound;
  snd_alias_list_name highIdleSound;
  snd_alias_list_name lowEngineSound;
  snd_alias_list_name highEngineSound;
  float engineSndSpeed;
  snd_alias_list_name engineStartUpSnd;
  int engineStartUpLength;
  snd_alias_list_name engineShutdownSnd;
  snd_alias_list_name engineIdleSnd;
  snd_alias_list_name engineSustainSnd;
  snd_alias_list_name engineRampUpSnd;
  int engineRampUpLength;
  snd_alias_list_name engineRampDownSnd;
  int engineRampDownLength;
  snd_alias_list_name suspensionSoftSnd;
  float suspensionSoftCompression;
  snd_alias_list_name suspensionHardSnd;
  float suspensionHardConpression;
  snd_alias_list_name collisionSnd;
  float collisionBlendSpeed;
  snd_alias_list_name speedSnd;
  float speedSndBlendSpeed;
  char *surfaceSndPrefix;
  snd_alias_list_name surfaceSounds[0x1F];
  float surfaceSndBlendSpeed;
  float slideVolume;
  float slideBlendSpeed;
  float inAirPitch;
};

Source Format

The vehicle source files are raw text files with no extension, located at "raw/vehicles/". They use the same format as many other assets, with each setting name and value separated by a back-slash. The first setting identifies the file, and for vehicles the identifier string is "VEHICLEFILE".