![]() ![]() While on their Perceived Team they will not consider you an Enemy.ĭeployed: When an object is in the Deployed state, such as a Turret, APC, Bomber, etc. When you Snipe an enemy ship, and hop into it, you remain on their Perceived Team until you fire your weapons. Perceived Team: This is the Team that AI units think an object is on. ![]() Things that appear Red on Radar are considered Enemies. Allied Teams appear Blue on Radar.Įnemy: Objects on a Team that is not the same as, or an Ally of their own team. This means Team 1 - 5 make up Team Group 1, and Team 6 - 10 make up Team Group 2.Īlly: Allies, or Allied Teams means any team (often including itself) that is Allied. Team Group: Team 1 and Team 2 in Multiplayer Strategy. Objects on the same Team appear Green on radar. This includes all units under a Player's control, as well as on Enemy teams. Often used when describing race specific ODFs, such as *spilo, where * would be the Race letter.ĪI: An object not being driven by the Player. * Is a wildcard character to represent any desired character. Below is a list of these terms and what they mean: When describing game behavior, I will use several common terms. That way, if they fix bugs or update their ODFs, you would also get the benefit of those updates without having to do anything. It is also recommended if you are making a Mod that requires someone else's Mod as an Asset Package and make variants of ODFs included in that mod. It is recommended that you use ODF Inheritance when making variations on Stock ODFs, so that if they are updated in a Patch, your mod(s) will be updated as well. That way, if you wanted to adjust the maxHealth of the tank, you only have to modify the value once in ivtank.odf, and ivtank A, B, and C would all also use the new value. So, if you have say, ivtank.odf, ivtankA.odf, ivtankB.odf, and ivtankC.odf, you could have ivtankA, ivtankB and ivtankC inherit off of ivtank. If you want to change something in the object, you can simply modify the root level ODF, and don't need to update all the variations that use ODF Inheritance. It allows multiple variations of objects to exist, and be maintained easily. ODF Inheritance has many useful applications in modding. What is ODF Inheritance?ODF Inheritance is a method of making an Object Definition File that inherits most of the properties of another ODF, allowing you to only specify the settings you want different. Also some may have 1 bit less, technically, reserved. BZ2's Bit Masks are usually 16 or 32 bits, and often only use the first few bits. The DEC value for this is 68, which is 64 + 4. If we want the 3rd and 7th bit, we put 01000100, or 1000100 for short. If we want the 7th bit, we put 01000000, The DEC value for this is 64. Since we don't need the leading 0's, it can be shortened to 100. ![]() So, for instance, setting the 3rd bit in an 8 bit number would be: 00000100. Once we set the Binary options we want, simply click DEC for Decimal mode to get the numeric value to put in the ODF parameter. When typing in a Bit Mask, you want to start at the highest bit that is set to 1, and work your way down. Here, you type in the values you want, 0 for False, 1 for True. To use Windows Calculator to get the numeric value of the binary setting you want, open the Calculator, and set mode to Programmer. To get values, you can add together the numeric values of the options you want, OR use Windows Calculator. What is a Bit Mask?A bit mask is a binary set of numbers, converted into a decimal value. These class labels are read by the following ODF properties: These Classes are exclusive and cannot be combined. The game uses specific class label strings to identify the Class that an Entity belongs to. This means that all the properties of a Building work on a SupplyDepot. As such, the Class tree is: GameObject->HoverCraft->Wingman.īecause they are based upon these root classes, all the ODF properties of a GameObject, apply to HoverCraft, and all HoverCraft properties apply to Wingman.Īnother example: The ISDF Service Bay is a SupplyDepot, The Class tree is: GameObject->Building>SupplyDepot. And HoverCraft Class is based upon GameObject Class. A Sabre tank is a Wingman Class, which is based upon HoverCraft Class. For instance: All buildings, persons and vehicles are GameObject Class. The game has many individual Classes, some of which are based on other Classes. An Entity's Class determines what kind of object it is, and thus how it behaves and is used by the game.
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