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Entity Database Parameters Explained

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Entity Database Parameters Explained Empty Entity Database Parameters Explained

Post by oANIMUSo Sat 09 Aug 2014, 21:15

Entity Database Parameters Explained
Mdog
Friday, October 05, 2012
1:10 AM

The Entity Database or DB as it can be referred to, is a .xml file that holds all the information for the "entities" in game. These Entities are things like; soldier units, vehicles, weapons, ammo, props, checkpoints, torches, fire rates, recoil, scopes, height of weapons on the units etc etc.
Once you begin to edit small things you then get an understanding of how you can edit other things too. But first you MUST MAKE SURE YOU BACKUP YOUR OLD ONE!
 
 Parameters Explained
Here is a description of each parameter in the entity database (part 1) --
 
Torch
bone the bone on the weapon that the light will be cast from
brightness how bright (0 = no light, 1 = max brightness)
color RGB color values for the deffered light
isflashlight used to split functions on the controller. false makes it count as a laser
length distance in meters that the light projects
spread angle at which the light comes out
threshold used to force a light to always on (-1)
type the texture used for the light appearance
Missile Firing mode
angularDamping used for speed reduction when richochet
armingDistance how far the missile must travel before becoming active
backBlastRadius semi-circle area behind the firing unit in which damage will be dealt (when firing)
blastRadius semi-circle area infront of the firing unit in which damage will be dealt (when firing)
fireModeType type of firing this weapon does (0 Auto, 1 Semi, 2 Burst)
firingPoint bone at which gunflash/missile is created
flightVelocity how fast the missile travels
fragRadius size of damage (dont think this is used anymore, as the ammo contains this)
linearDamping used to bring physics objects to a standstill (not really used by an explode-on-contact weapon)
magType01 magazine or ammo type this weapon takes
maxRange Distance in meters in which the fired ammo will be despawned
maxTargetAngle Maximum degrees the missile can turn per frame
maxTargetheat Maximum heat level a target can have to be locked
minRange Minimum range that a target can be locked
minTargetHeat Minimum heat level a target can have to be locked
munition Parent ammunition type
osdType name of the OSD settings in the primary OSD xml
releaseVelocity distance per second the missile travels when leaving the weapon
targetRange maximum range a target can be locked
topAttackHeight maximum height the missile can go
trackingType "ai" used to control missile behavior (ROCKET - dumbfire, TOPATTACK - go up, then down on target, DIRECTATTACK - head straight for target, BEAMRIDER - attempt to reach point player is aiming at)
warmUpDistance Unsure, I think this is the distance in meters before VFX are added to back of missile
 
 
Ballistic firing Mode
Grenades
angularDamping used for speed reduction when richochet
angularPrimary Modifier for first collision
angularSecond Modifier for second collision
animationSet Parent animation set used for firing this weapon
canAim Can the weapon be aimed (ironsights)
chamberDelay time in milleseconds it takes for the weapon to chamber another round (semi mode only)
fireModeType type of firing this weapon does (0 Auto, 1 Semi, 2 Burst)
firingPoint bone at which gunflash/bullet is created
FMPriority which firing mode the weapon will default to when picked up (if it has more than one)
linearDamping used to bring physics objects to a standstill (not really used by an explode-on-contact weapon)
magtype01 magazine or ammo type this weapon takes
maxBursts Number of shots in a burst
munition Parent ammunition type
osdType name of the OSD settings in the primary OSD xml
releasePrimary Unsure - definately used for release velocity. I think this is the maximum velocity
releaseSecond Unsure - This seems to be the minimum velocity
rpm maximum rounds per minute fired (AUTO and BURST)
smokeTrail whether the ammo leaves a smoke trail
timerMax Unsure - I think the original intention was to have grenades not explode on impact, and this controls the fuse.
WEAPON
Animation
1stCrcOffsetx Horizontal position of weapon when not aiming in crouch (- = left, + = right)
1stCrcOffsety Vertical position of weapon when not aiming in crouch (- = down, + = up)
1stCrcOffsetz near/far position of weapon when not aiming in crouch (- = further, + = closer)
1stOffsetx Horizontal position of weapon when not aiming
1stOffsety Vertical position of weapon when not aiming
1stOffsetz near/far position of weapon when not aiming
1stPrnOffsetx Horizontal position of weapon when not aiming in prone
1stPrnOffsety Vertical position of weapon when not aiming in prone
1stPrnOffsetz near/far position of weapon when not aiming in prone
aim2unaimTime time in milliseconds it takes for the aim animation to complete (can cause glitches if set too long)
aimElevation amount the weapon tip is lifted upward while turning in aim
aimRotation amount the weapon tip is turned while turning in aim
animGroup animation group used for units holding this weapon
animSet animation set used for actual use of weapon
fpModelScale The scale of the 3D model when not aiming
idleSwayFreqx Wave frequency for horizontal idle movement of the weapon (controls how often weapon sways, higher= faster)
idleSwayFreqy Wave frequency for vertical idle movement of the weapon (controls how often weapon sways, higher= faster)
idleSwayMag Changes the amount of movement when swaying (higher = further)
leadPivotZ believed intended to rotate the weapon when you turn, does nothing
minimumAmmo How much ammo this weapon must have in order to fire
movementBehav Movement animation type for soldier using weapon
recoilBase base strenght of recoil (higher = stronger)
recoilFreq wave frequency of recoil movement (higher = faster)
recoilSlewRange maximum distance (horizontal) the weapon can move due to recoil
sightOffset Either no longer used, or controls aimed sight distance when no scope/weaponcamera entry present
unaimElevation amount the weapon tip is lifted upward while turning when not aiming
unaimRotation amount the weapon tip is turned while turning when not aiming
 
WEAPON
attachPoint Bone on the weapon that is attached to the primary holding hand
bigRumble Unsure. amount of force feedback when firing
bipod if yes, the weapon will have less recoil and dispersion when prone
cameraVariance Unsure, does nothing. likely a feature that never got implemented
dofAimNear When aiming, anything closer than this distance in meter will get blurred
dofAimRange When aiming, anything further than this distance in meters will get blurred
dofNotAimNear When not aiming, this only effects the gun and hand. same as above
dofNotAimRange When not aiming, this only effects the gun and hand. same as above
firesTracers enables coloured tracers on every 3rd shot
handAlignAim which bone the non primary hand attaches to while aiming
handAlingUnaim Which bone the non primary hand attaches to while not aiming
littleRumble Unsure. amount of force feedback when reloading/etc
maxCameraRecoil Unsure. does not cap recoil camera movment. seems to do nothing
minCameraRecoil Unsure. seems to do nothing
osdName Name of OSD layout from primary OSD file
rumbleTime How long force feedback lasts
templateName Can be used to force the weapon to use a different template setup
weaponAimType Controls aiming with the weapon (UNAIMED_ONLY = cannot aim, BOTH = standard, PREFER_AIMED = no crosshair while not aiming or AIMED_ONLY = cannot fire while not aimed)
weaponClass designates the type of weapon. unsure what this is used for. or what possible numbers can be used
WeaponGroup Used to control which inventory slot the weapon is allowed to be stored in
 
DR
base Base dispersion for bullets leaving this weapon (higher = more dispersion)
handling Modifies base dispersion for sustained fire (higher = worse handling)
recoil Modifies base dispersion for each shot taken (higher = more recoil)
usesDR set this to false for the weapon to have no dispersion what so ever (make it shoot like a laser, super accurate)
 
BarrelAnim
numBarrels Number of barrels the model has
spinBone Bone which the barrels spin around
spinRPM how fast they spin
spinupTime how long it takes to go from still to full spin
 
DAMAGE
audtioImpact Audio to be played on impact (not the explosion)
concussRadius area in which the concussion effect will be applied to units
damageBase Base amount of damage done
damageRadius area in which damage is dealt
damageRollMax maximum damage that can be dealt after damage mod is added
damageRollMod direct modifier to damage amount (added after all other calculations, not reduced by situation)
ExplodeOnImpact does not seem to work.
maxWounds maximum number of wounds this weapon can do across all targets
numberOfRolls number of times damage dealt is generated, with the best damage used
suppression how much to add to AI unit suppression meters, if inside the damage radius
 
DAMAGE (SubType)
(sub types not used in this game, only subtype0 is actually referenced in game)
damageModifier additional damage done by this subtype
explosiveForce how much power the explosion has. pushed people over at 95, flings them in the air at 150+
explosiveRating Unsure. likely to do with damaging occupants of vehicles
mitigationType controls how damage is dispersed over the damage radius (0 = linear, 1 = exponential)
penetration armor modifier. if armor is reduced to or below 0 by this number, damage is dealt to vehicles
subTypeName friendly name of the subtype
 
Generic Fire Mode
animationSet animation set used for actual use of weapon
chamberDelay time in milleseconds it takes for the weapon to chamber another round (semi mode only)
firemodeType type of firing this weapon does (0 Auto, 1 Semi, 2 Burst)
firingPoint bone at which gunflash/bullet is created
FMPriority which firing mode the weapon will default to when picked up (if it has more than one)
magType01 magazine or ammo type this weapon takes
magType02 magazine or ammo type this weapon takes
magType03 magazine or ammo type this weapon takes
magType04 magazine or ammo type this weapon takes
maxBursts Number of shots in a burst
maxRange Distance in meters in which the fired ammo will be despawned
minRange Minimum range weapon can be used on a target
munition Parent ammunition type
osdType name of the OSD settings in the primary OSD xml
projType 3D model type
releaseVelocity speed the bullet leaves the barrel in meters per second
reliability how reliable the weapon is (-1 never jam. >0 percent change per shot a jam will occur. defaults around 0.01)
reloadTime time it takes for the reload animation to complete (does not effect how long it takes, used by AI to know reloading is done)
rpm maximum rounds per minute fired (AUTO and BURST)
 
Standard Scope
attachBone Bone on the weapon that this scope attaches to
cameraOffset distance the weapon is held when aiming down the scope (- = further, + = closer)
scopeName name of the scope 3D model to be used
twoDScopeOSD the type of OSD overlay used when looking through the scope ( Thermal, x20Sniper, x10Sniper, smaw, noxhairthemal, noxhair)
zoomLevel0 zoom multiplier for the scope (range from 1, no zoom to 8 max zoom)
 
Weapon Camera
fov Unused.
fpModelScale Scale of the 3D model when aiming
sightOffset distance the weapon is held when aiming down the scope (- = further, + = closer) (overrides standard scope cameraOffset)
 
Mission Editor
Disabled If set to true, the mission editor will not allow exporting if this entity is included
 
Equipable
autoDeploy Not used. should be true. manual deploying does not work
droppable Doesnt seem to work. no drop key
m_encumbrance effect this item has on fatigue when carried (higher = more fatigue loss)
m_type the type of item. used for deciding which slot it can go into
m_weight weight (in KG I assume). not sure if this is used
ManualDeploy Not used. should be false. manual deploying does not work
 
Character
Exertion
crouchGainRate Modifier for fatigue loss/gain while in this stance
encumModifier Unsure. I think this is the maximum encumbrance a unit can carry before having adverse effects on fatigue
maxSprintTime time in seconds that a unit can run when fatigue is at 0
proneGainRate Modifier for fatigue loss/gain while in this stance
standGainRate Modifier for fatigue loss/gain while in this stance
 
Injury
bloodLossRate Controls how much blood is lost, per wound, per second
majorConcRatio unsure. does not seem to effect "concussion"
majorConcTime length of concussion vfx
majorFatDrop how much fatigue is reduced when a major wound is inflicted
majorFatLoss how much maximum fatigue is reduced by a major wound
minorConcRatio unsure. does not seem to effect "consussion"
minorFatDrop how much fatigue is reduced when a minor wound is inflicted
minorFatLoss how much maximum fatigue is reduced by a minor wound
stunnedMaxTime not used. stunned effect seems to have been dropped
 
unitInfo
army army this unit belongs to
category type of unit. used by AI when calling out targets, and OFP:getUnitCategory/OFP:getBroadUnitCategory
controlMode dev parameter. does nothing. should be 0
heatEmission amount of heat produced by object. > = hotter
unitSize size of the unit on a scale of 1-10
 
Armor
blockChance Percentage chance the armor will attampt to block damage
defendedZone0 body zones protected by armor
defendedZone1 body zones protected by armor
VsAmmoT0 percentage chance damage will be stopped against subtype0 of ammo (this is the only sub-type used in game AFAIK)
VsAmmoT1 as above for subtype1
VsAmmoT2 as above for subtype2

VsAmmoT3 as above for subtype3
oANIMUSo
oANIMUSo

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Entity Database Parameters Explained Empty Re: Entity Database Parameters Explained

Post by JurekCello78 Sun 10 Aug 2014, 10:29

Hello, I just have read a bit of it and when looking on a grenades parameters I saw : "releasePrimary" and "releaseSecond". I'm not 100% sure but I guess it referres to 2 throwing options you can choose to use grenades: 
1) Throwing over head which is, let's say default mode and most commonly observed throw. It let's off grenade to distance up to 45/50 meters.
2) Throwing with undergrip which looks more like youre rolling grenade and thus it travels smaller distance (i guess something up to 20 meters).
Just humble idea since I've never done anything to DataBase.

Cheers
JurekCello78
JurekCello78
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Entity Database Parameters Explained Empty Re: Entity Database Parameters Explained

Post by oANIMUSo Sun 10 Aug 2014, 17:23

JurekCello78, sounds like a logical guess to me.
oANIMUSo
oANIMUSo

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