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Crates

A .crate tag is an object tag, like .biped, .scenery or .vehicle.

Crate tags are used for passive objects that require Havok simulation (that is, objects that can be moved in the game - like crates).

The .crate tag is created in Guerilla using the File -> New command.

.crate TAG

The parameters in the top section of the tag are common to all object tags.

View of the crates tag in guerilla listing all the common object tag parameters.

Fig 1. List of common object tag parameters.

  • flags | does not cast shadows: N/A.

  • flags | unused: N/A.

  • flags | brighter than it should be: N/A.

  • flags | not a pathfinding obstacle: N/A.

  • flags | extension of parent: N/A.

  • bounding radius: sphere used to calculate whether the object should be rendered.

  • bounding offset: offset from origin point of object.

  • acceleration scale: [marine 1.0, grunt 1.4, elite 0.9, hunter 0.5, etc].

  • lightmap shadow mode: default | never | always.

  • sweetner size: N/A.

  • default model variant: default variant as set in the .model tag.

  • model: link to .model tag.

  • modifier shader: N/A.

  • creation effect: N/A.

  • material effects: N/A.

AI PROPERTIES

View of the AI Properties tag block with an option for AI Size.

Fig 2. AI Properties tag block.

EXPORT TO FUNCTIONS

Links game data into the object tag.

View of the export to functions section of the tag with drop down menus for game data to plug into A, B, C, and D options..

Fig 3. Export to functions section.

A in: pull-down list of available game data such as body vitality, shield vitality and shield stun.

B in: same description as A in.

C in: same description as A in.

D in: same description as A in.

APPLYING COLLISION DAMAGE

Zero will take default settings from globals.global. Nothing needs to be set here for the object to function in the game.

This section modifies how the object applies damage to other objects in a collision.

View of the applying collision damage section of the tag with a field for apply collision damage scale.

Fig 4. Applying Collision Damage section.

Apply collision damage scale: modifies how the object applies damage to other objects in a collision. Range: ? [O means 1. 1 is standard scale. Some things may want to apply more damage]

GAME COLLISION DAMAGE PARAMETERS

Zero will take default settings from globals.global. Nothing needs to be set here for the object to function in the game.

This section determines the threshold and scale for how the object applies and receives damage in a collision with other objects.

Game damage is equal to the magnitude of the velocity of the object being run into divided by the maximum of the magnitude of the velocity of the object or the magnitude of the velocity of the object being run into.

View of the game collision damage parameters section of the tag with fields for min and max options.

Fig 5. Game Collision Damage Parameters.

min game acc (default): minimum threshold for game damage to occur. Range: zero to infinity.

max game acc (default): maximum threshold for game damage to occur. Range: zero to infinity.

min game scale (default): minimum scale factor for game damage when it does occur. Range: zero to one.

max game scale (default): maximum scale factor for game damage when it does occur. Range: zero to one.

ABSOLUTE COLLISION DAMAGE PARAMETERS

Zero will default to settings in globals.global. Nothing needs to be set here for the object to function in the game.

This section determines the threshold and scale for how the object receives damage in a collision with other objects.

View of the absolute collision damage parameters section of the tag with fields for min and max options.

Fig 6. Absolute Collision Damage Parameters.

min abs acc (default): minimum threshold for absolute damage to occur. Range: zero to infinity.

max abs acc (default): maximum threshold for absolute damage to occur. Range: zero to infinity.

min abs scale (default): minimum scale factor for absolute damage when it does occur. Range: zero to one.

max abs scale (default): maximum scale factor for absolute damage when it does occur. Range: zero to one.

hud text message index: N/A.

ATTACHMENTS

View of the attachments parameters tag block with fields for type, marker, primary scale, secondary scale, and change color.

Fig 7. Attachments Section.

FUNCTIONS

View of the functions parameters tag block.

Fig 8. Functions Section.

CHANGE COLORS

Colors generated in the object tag can be used to color the render model. These can be used for random variation, color permutations or team colors.

View of the change colors tag block with additional tag blocks for initial permutation and functions.

Fig 9. Change Colors Section.

weight: determines the relative chance of a permutation being chosen.

color lower bound: one end of the color range.

color upper bound: the other end of the color range.

variant name: Permutations can be named in the variant name. That permutation will only show up in a variant of the same name (set up in the .model tag, in the VARIANT: name field - the names must match).

PREDICTED RESOURCES

View of the predicted resources tag block with drop down menu to define the option.

Fig 10. Predicted Resources Section.